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Welcome to Magi-Nation!

You are about to enter the Moonlands, a Moonlands, the more you'll find there is to
place of wondrous regions created from the stuff discover!
of dreams. The Moonlands are a mystical place Now lets take a look at the four different
filled with amazing Magi, strange Dream types of cards in Magi-Nation Duel.
Creatures, and ancient Relics of untold power.
Powerful wizards and sorcerers, the Magi hone Magi
their potent skills by dueling other Magi. They
need to be the best they can be, for the Magi of Magi have a circular border around the
the Moonlands are fighting a war against the vile artwork. Magi are the centerpieces of your deck
creatures that crawl up from the core of the moon and the focus of the whole game.
and seek to corrupt their entire race. (1) Name: This is the specific Magi the card
Magi-Nation Duel is a game about these represents.
magical duels. Each player controls a group of (2) Region and Profession: Here we give the
three Magi. These Magi cast Spells, conjure up Magis home region, as well as what special title
Dream Creatures, and use Relics to defeat the he or she may have.
other group of Magi. Defeat all of the Magi that (3) Region Emblem and Edition Mark: We
oppose you, and you win! put the symbol of the region here as a reminder.
Most games of Magi-Nation Duel are played Also, if the card is a first-edition printing, a
between two players, but theres no reason you Roman numeral I appears as illustrated.
cant play with three or more. Whoever your (4) Starting Energy: This shows how much
friends are, invite them to join the fun! power the Magi has available at the start.
(5) Artwork: Aint she cute?
(6) Energize Number: This is how much
So How Does This Work? additional power the Magi gets every turn.
Magi-Nation Duel is a collectible card game (7) Starting Cards: Each Magi has his or her
(often called a CCG). The cards represent your favorite tricks; youll start with these cards in
Magi, the Dream Creatures they call, the Spells your hand.
they cast, and the Relics they use in their duels. (8) Powers and Effects: All Magi have
In a CCG, you dont use all of your cards at special abilities unique to them; these are listed
once; players build custom decks from their here.
collection. As an analogy, imagine you could (9) Flavor Text: This tells you more about
play a game with baseball sports cards. You the Magi and the Moonlands. It has no effect on
wouldnt use every baseball player in your game play.
collection at once; aside from being pretty (10) Rarity: One dot means the card is rare,
obnoxious, itd be silly. Instead, youd only two dots is uncommon card, three dots is
choose your favorite nine players to take the common, deck cards only appear fixed in a
field. CCGs work in the same way. You take deck, and limited is a promo.
your best cards and make a deck, then use that (11) Artist Credits: Praise for the art goes
deck to play with your friends. here.
Cards come in decks and in 11-card booster
packs. At this time there are over 750 cards Creatures
available that you can collect. You can buy some
Creatures have a rectangular border around
and trade for others, and use those cards to make
the picture. They are from the Dream Realm, and
your deck better, or to make additional decks.
are called forth by your Magi to battle opposing
Magi. There are many Creatures in the game,
How Can I Learn More? some weak and some powerful. All have useful
Magi-Nation is more than a card game, it's a Powers or Effects that can help you defeat your
story. You can learn more in the Game Boy opponent.
Color game pak, and fiction appears regularly (1) Name: This tells you what sort of
on our web site. The more you explore the Creature it is. Certain Creatures, like Jiles and
Arbolls, appear in different forms across the

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Moonlands; these have compound names like (9) Artist Credits: I may not know art, but I
Jungle Jile, Lava Arboll, etc. know what I like, or so said Valkan about the
(2) Region and Card Type: Answers what Scroll of Fire.
and where.
(3) Region Emblem: Sightings of this beast Spells
are common here, and around certain Magi from
that region. Spells have a whirlwind-shaped border
(4) Starting Energy: This is how much around the artwork. Spells are single-use cards
energy it costs your Magi to bring the Creature that represent an action your Magi takes. Spells
into existence. This energy is moved from your do a wide variety of things, from adding energy
Magi to the Creature when its played, so the to your Creatures to discarding cards from your
Creature ends up with energy of its own. opponents hand.
(5) Artwork: Big, bad, and made of living (1) Name: Often used as a verb: I
grass. shockwave your hyren.
(6) Powers and Effects: Like Magi, (2) Region and Card Type: Spells are not
Creatures have their own abilities that they can from the region the same way the Magi are,
perform using their own energy. but Magi from certain regions are better able to
(7) Flavor Text: Has no real effect, unless cast certain types of Spells. For example, Magi
you quote it. from the Cald can cast their regions fire-based
(8) Rarity: Has no bearing on how many Spells more easily than Magi from anywhere
people use it in their decks. else.
(9) Artist Credits: In case you want to get (3) Region Emblem: By the way, did we
them to sign your card at a convention or mention weve made these cool enamel pins with
something. these emblems? You oughta check em out on
our web site. Theyre available for Animite.
(4) Energy Cost: This is how much energy
Relics your Magi must spend to play the Spell. As when
Relics all have a hexagonal (six-sided) you play Relics, the energy is lost, but youll get
border around the picture. Relics are mystical some sort of worthy effect out of it.
artifacts, and have a wide variety of functions for (5) Artwork: Zap! Pow! Bif!
your Magi to use. Some Relics remain in play, (6) Game Text: This tells you what the Spell
while others get discarded when you use them. does. It is not considered either a Power or an
(1) Name: Why are you reading this Effect; those come from Magi, Creatures, and
definition? Surely you know what a name is, Relics.
right? But yet, you keep reading these words, (7) Flavor Text: Mmmm. Tasty.
even though theyre not informative. For that (8) Rarity: You know the spiel by now.
matter, why are we wasting space and ink (9) Artist Credits: These folks did it. Plus
printing this gibberish? their computers, the unsung heroes of the art
(2) Region and Card Type: Relics are very world.
rare items indeed. Only Magi from a Relics
region can play that Relic. The Other Stuff in the Box
(3) Region Emblem: Hand-forged with
pride in the Theres some other stuff in your box, too.
volcanoes of Cald. Aside from all those oxygen and nitrogen
(4) Energy Cost: Discard this much energy molecules bouncing around, that is.
from your Magi to play the card. Ka-ching! Each deck box includes one six-sided die.
(5) Artwork: Looks just like the Relic There are many cards in Magi-Nation that
except the real Relic is more three-dimensional. require a die roll, and we thought youd
(6) Powers and Effects: This tells you what appreciate not having to go raid your
the Relic does for you. Unlike Creatures (who backgammon game for dice.
use their own energy), if the Relics Power has Also, each deck has sheets of energy tokens.
an energy cost, the Magi must pay that cost. You can use these to keep track of how much
(7) Flavor Text: Also called color text and energy your Magi and your Creatures have. Or,
story stuff. if you want, you can use dice, coins, jellybeans,
(8) Rarity: No matter how common the card glass beads, or a very large litter of kittens
may be, the relic itself is often a unique item. instead.

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The Object of the Game not once around the table, as in some games.
The six steps are:
In Magi-Nation, you defeat an opponents 1. Energize
Magi when you: 2. Powers/Relics/Spells
discard all of that Magis Creatures from 3. Attack
play, AND 4. Play New Creatures
remove all energy tokens from that Magi. 5. Powers/Relics/Spells
Youll do this by using your own Creatures 6. Draw
and Spells to attack your opponents forces. Your First Game
When a Magi is defeated, that players next Magi Start!
enters the fray. Defeat all three of your The first player flips his or her first Magi
opponents Magi, and you win! face up (well assume its you). Look at the
upper left-hand corner of the Magi card to find
Getting Started the Magis Starting Energy, and place that
To start playing Magi-Nation Duel, you amount of energy on the Magi.
need your enclosed deck and a friend with a deck At the top of the Magis text box, the word
to play against. First separate all the Magi out of STARTING lists specific cards that this Magi
your deck. Youll have at least three Magi. If you begins the game with. You may search your deck
have more, choose three of those to play with for any or all of those cards and put one copy of
(for your first game, just choose any three of the each into your hand (shuffle your deck
same region) and set the others aside; they will afterwards). Then, if this is your first turn of the
not be used at this time. Shuffle the rest of your game, draw cards from your deck until you have
deck together. a hand of five.

The Play Area Step 1 Energize


Each player needs to have a distinct location At the top of your Magis text box is his or
for their deck, their discard pile, their Creatures, her Energize number. This represents the amount
and their Magi and Relics. Heres a diagram of of energy that you put on your Magi during the
how we like to set up our games here at the Energize Step. Energize your Magi by putting
office; use it if you like, or find something else energy tokens onto him or her equal to the
that works for you. Magis Energize number. Any of your other
cards in play with an Energize number also get
energized at this time.
Selecting Magi Important Exception: The player who goes
At the start of the game, each player chooses first in the game does not energize on the first
the order in which his or her Magi will appear. turn.
The Magi are then placed face down in that
order. The order cannot be changed once the Step 2 Use Powers, Play
game starts. Remember that you will be drawing
your Magi from the top of your Magi stack, so Relics, and Play Spells
make sure you have it set up right! This step also called the PRS Step. In this
step, you can use Powers, play Relics, or play
Who Goes First? Spells.
Every card has a Power, an Effect, or both.
Once the order of the Magi has been set, You can use these in any order. For example,
each player rolls a six-sided die (re-roll a tie). you may play a Relic, then use a Power on it,
The player with the higher roll gets to decide then play another Relic, and then play a Spell.
who goes first (some cards limit this choice). If Unlike Powers, you cannot choose to use
you are playing a multi-player game, play moves Effects. Effects tell you when they happen, and
clockwise from the person who goes first. they happen automatically.
Powers: If a card has the word Power in
The Steps of a Turn its text box, that card can use that Power during
Each turn of Magi-Nation Duel flows this step. Each card can only use a listed Power
through several steps. Note that a turn is once per turn (not once per PRS Step).
defined as you taking the steps of your turn only,

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Many Powers have an energy cost, which with no energy (4 - 5 = everything it has) and is
appears as a number in a black circle. You must discarded from play. The Hyren is left with one
pay that cost before using the power. If you use a energy (5 - 4 = 1).
Creatures Power, remove the energy cost from While you can only attack once with each of
the Creature itself. If this leaves a Creature with your Creatures, you can attack the same
no energy, it is immediately discarded from play defending Creature more than once by using
before the power takes effect, although the multiple Creatures in separate attacks.
power still takes effect. If your opponent has no Creatures left, you
If you use your Magis Power or a Relics can attack his or her Magi directly. When a
Power, remove the energy from your Magi. If Creature attacks a Magi, see how many energy
you dont have enough energy to pay for a tokens are on the Creature and remove that many
particular Power, you cant use it. However, you from the Magi. The Magi does not remove
can use all of your Magis energy to pay for a tokens from the Creature. Attacking an opposing
Power. This does not defeat your Magi (but the Magi counts as the Creatures attack for the turn.
Magi still gets defeated if he or she has no
creatures in play after the Power resolves). Step 4 Play New Creatures
Relics: If you play a Relic, it has an energy After you have finished attacking, you may
cost associated with it, located in the upper left- play Creatures from your hand. Because this step
hand corner of the card. takes place after the Attack step, Creatures you
You cannot play or otherwise gain a Relic if bring in now wont be able to attack this turn,
your Magi already has a card with that name (or but they will be able to use powers in the next
an alternate) in play. You can play a Relic that an step.
opponents Magi has in play. Look at the upper left-hand corner of the
Additionally, you may only play Universal Creature card to see how much energy it takes to
Relics or Relics from your Magis region. You play that Creature (this is also known as the
may not play Relics from other Regions. Creatures starting energy). Place the Creature in
Spells: To play a Spell, look at the Spell front of you (face up), pay the energy cost from
cards upper left-hand corner to see its energy your Magi, and give the Creature energy tokens
cost. Remove that much energy from your Magi. equal to its cost. These energy tokens now
Do whatever the Spell says and discard it. represent the Creatures strength.
Spells from regions other than your Magis Most often you can simply move the
region cost 1 additional energy. Creatures starting energy from your Magi to the
Example: You have Vortex of Knowledge in Creature, to make things easier.
your hand. Its a 1-energy Spell that says, Each You may play as many Creatures as you
player draws two cards. You play the Spell, have in your hand that you have enough energy
remove one energy from your Magi, and you and to pay for. You cannot play a Creature if your
your opponent(s) each draw two cards. Magi does not have enough energy to pay for the
Creature.
Step 3 Attack! Just like Spells, Dream Creatures from
If you have Creatures, you can have them regions other than your Magis cost 1 additional
attack your opponents Creatures or Magi. energy.
Select one of your Creatures to be the
attacker, and one of your opponents Creatures to Step 5 Use Powers, Play Relics, and
be the defender. Resolve any Effects that activate Cast Spells
on an attack. This is the same as the previous
Note the energy totals of both Creatures. Powers/Relic/Spells Step. For this step of the
Each Creature simultaneously removes the game, you may have new Creatures that werent
number of energy tokens it has from the around during the first PRS Step, and you can
opposing Creature. Any Creatures that reach zero now use their Powers. Remember that cards can
energy are defeated, and are immediately only use a listed Power once each turn, not once
discarded. each step.
Example: A Quor at four energy attacks a
Leaf Hyren at five energy. The Quor removes Step 6 Draw
four tokens from the Hyren while the Hyren Draw two cards from your deck. If your
removes five from the Quor. The Quor is left deck has run out and you cant draw your two

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cards, shuffle your discard pile to make a new At the start of your next turn, before you do
deck. This is the only time you can reshuffle anything else, turn over your next Magi from the
your deck, and you may only do so once per top of the stack. Your new Magi begins with
turn. energy equal to his or her Starting Energy.
Your turn ends. Next, you can retrieve any or all of that
Magis starting cards. Go through your discard
Thats It! pile first, and then, if necessary, search your deck
Now your opponent begins his or her turn, for the cards. You may look for a specific card
following all of the steps that you just followed, even if you already have another copy of that
including flipping up a new Magi and building a card in your hand. However, if you cannot find a
starting hand. specific card, you do not draw cards as a
In exchange for going second, your substitute. Also, you do not draw extra cards as
opponent gets to energize on his or her first turn. you did at the start of the game. Your turn now
begins.
A Few More Rules Your new Magi will energize on his or her
first turn.
Breaking the Rules If your second Magi is defeated, play your
third as above. When all of a players Magi are
As in any CCG, some cards have text that defeated, that player loses.
seems to break the rules. Card text always takes
precedence over these game rules. For example, Alternate Magi
a Relic may allow a Creature to attack more than
once a turn. This seems to break a rule, but since Magi-Nation is both a game and a story, and
the card specifically allows it, the Creature can just as characters in a story grow and change, so
attack more often than normal. This may be hard too will your favorite Magi. Youll see these
to get used to, but youll find it adds variety and changes as we print new versions of these Magi.
makes the game much more fun! These Magi will either have the Magis name in
their card title, or theyll have the keyword
The Magi Alternate in their Card Type line (below their
card name), followed by the name of the Magi
Magi are the focus of your game; you want the card represents.
to preserve yours while defeating those of the For example, in the period of time covered
other player(s). by the Dreams End expansion, the Magi Evu
Before your first turn of the game, flip your became corrupted by the power of the Core. We
first Magi face up. Then you search your deck printed a card named Evil Evu, which is
for whichever of that Magis starting cards you treated as the same card as Evu. We might also
wish to have in your hand. These include the print an even later version of Evu, named The
starting cards printed on the Magi, plus any cards Dark Avenger, with the text Alternate Evu to
that say in the text box that your Magi may start indicate that it counts as Evu.
with that card (for example, the card Sorreahs Magi and their alternates count as the same
Dream says, STARTING: Sorreah, so its one person for all purposes. Therefore you could not
of Sorreahs starting cards). Finally, if you have have both Evu and Evil Evu in your Magi stack.
less than five cards, draw until you have a Likewise, a Plith, which gives a card-draw bonus
starting hand of five cards. to Evu, also gives that bonus to other versions of
Slightly different rules apply when your Evu.
Magi gets defeated in the middle of a game.
When one of your Magi is defeated, immediately Double Magi Cards
place it face up at the bottom of your Magi stack.
All of the cards that the defeated Magi had in The Awakening expansion introduced the
play are discarded. All Spells that your card, Korg & Zet, our first double-Magi card.
opponent(s) had that affected your defeated Magi Double Magi count as if they were all
will not affect your new Magi. named and alternate-keyword Magi for purposes
Until your next turn, your next Magi of deck construction as well as other effects.
remains face down on your Magi stack. Your They also count as two Magi for purposes of
Magi cannot be attacked and is not affected by victory. Thus, when building a deck with
Spells, Powers, or Effects while face down. Korg & Zet, you can have only one other Magi
in your stack who is neither Korg nor Zet, and

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when those two cards (which represent three not go onto the Creature; it is discarded.
Magi) are defeated, you lose. Likewise, the regional penalty does not count
In tournament play, you may wish to towards energy used to cast a Spell.
conceal the fact that you have only two cards in Example: an Orothe Magi wants to play a
your Magi stack. If so, place a Universal Relic at Lightning Hyren an Arderial Creature that costs
the bottom of your Magi stack. If you use opaque 5 energy. To do so, she must spend 6 energy, 5
card sleeves, you can instead use a card placed for the Creature and 1 more for the regional
backwards. Either way, it still looks like you penalty. Only 5 energy would go onto the
have three cards, though you will of course lose Lightning Hyren; the regional penalty energy is
if your two Magi cards are defeated. This extra discarded.
card in no way counts as part of your deck. Relics do not incur a regional penalty, but
they also have a regional restriction (see below).
Core and Shadow Magi Regional Restriction
The Region called the Core is different from Regional restrictions prevent you from
the other Regions. The Magi from the Core come playing certain cards. The restriction on Core
in two varieties, noted right below their name: Magi using non-Core cards (and vice versa) is a
Core Magi and Shadow Magi. Core Magi dwell regional restriction.
in the Core of the moon and have done so for Relics also have a regional restriction. Magi
thousands of years. Shadow Magi once lived in can not play Relics that are from a different
one of the regions of the Moonlands, but have region. For instance, a Naroom Magi could not
become corrupted by the nefarious power of the play a Cald Relic. However, if a Magi somehow
Core. gets a Relic from a different region in play, he or
Core Magi can play Universal cards, and she can use the abilities on that card. Similarly, if
they can play Core cards, but they cannot play a cards text removes the regional restriction, the
cards from any other region. Shadow Magi act as regional penalty still doesnt apply.
Core Magi, but they may also play a few select
cards from their original region. These cards Universal Cards
have text that clearly indicates this (for example, Universal cards are an exception to the
the last line in the text box of the card Deadfall normal regional penalty rules. Any Magi can use
says, Naroom Shadow Magi may play these cards, ignoring all regional restrictions or
Deadfall). Since they are now no longer penalties.
members of their original region, Shadow Magi Universal Magi do not get to use everything
must pay the regional penalty to play such non- at cost, though. Universal is considered its own
Core cards. region, so Universal Magi must pay a regional
Conversely, the magic of the Core is by and penalty for any card they play outside their
large incompatible with the dreams of normal region.
Magi. Magi from regions other than the Core Dual-Region Cards
cannot play any Core cards unless the cards text Several cards belong to two regions. These
specifically says that they can. Those few Core dual-regions cards are actually very easy to use.
cards that can be played by other Magi also exact Dual-region cards belong to both regions
the regional penalty of one additional energy equally, and count as being in both regions for
from non-Core Magi. all purposes.
Regions Example: The Flame Rudwot is a dual-
Every card has a specific region (or regions) region Naroom/Cald Creature. A Naroom Magi
that it is from. Yes, Universal is considered a can play a Flame Rudwot without paying a
region, but it has special rules. Some cards have regional penalty, because it is (in part) a Naroom
two regions; treat these cards as if they were Creature. Firefly Swarm, a Cald Spell that you
from both regions. Magi have certain restrictions can only play on non-Cald Creatures, cannot
based on the region(s) they are from. affect the Flame Rudwot, because it is partly a
Cald Creature, even though it is also partly from
Regional Penalty Naroom.
Magi that play a Creature or Spell from a
different region must pay one extra energy to
play that card. This is called a regional penalty.
In the case of a Creature, the extra energy does

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Fiddly Bits cards, then you do not have to show the card(s)
to your opponent.
Variable Cards
Some cards use X as part of the cost to Spells Remaining in Play
play the card. In these cases, X is a variable; it The text of some Spells requires you to
can be any number you want it to be (and have leave the Spell card in play for a specified
enough energy to pay for), even zero. number of turns. In these special circumstances,
Example: Your opponent has a Creature place the Spell near the card it affects (or place it
with three energy and you want to get rid of it. where the text directs). At the end of the last turn
You have Thunderquake in your hand; a Spell the Spell is to stay in effect, place the Spell in
that costs X energy to play and removes X your discard pile. Note that a Spell only needs to
energy from any combination of Creatures. To stay in play if the card actually instructs you to
remove three energy with Thunderquake, X must place it somewhere in play. If a Spell only
equal three. You play the Spell and take three specifies that some Spell-generated effect apply
energy off of your Underneath Magi. This means for a certain number of turns, the Spell card itself
that you can remove three energy from the is discarded as normal.
Creature, leaving it with no energy and causing it
to be discarded. Effects
If for some reason X is not specified, it is All Effects specify when they activate.
assumed to be equal to zero. When X is zero, Effects can activate from many parts of the
then any Effects that normally activate from that game, or from individual player actions. This
X do not apply. creates a small window of time when the action
Example: Scroll of Fire has an Effect that specified by the Effect is legal to play. If one of
discards an additional energy from a Creature your Effects activates in this way, just follow the
whenever you play a Spell that discards energy instructions on the card, performing any
from that Creature. If you make X equal to 0 on appropriate actions, and then continue with the
Thunderquake, the Scroll of Fires Effect will game.
not activate from that zero. Effects that use the word may or contain
options for the owner that may change what
Building Your Deck happens as a result of the Effect; however
Building a deck is one of the most important activating all Effects is mandatory.
aspects of Magi-Nation. Each deck must have at
least 40 non-Magi cards, and your Magi stack The Name Rule
must have exactly three different Magi. If a Spell or Effect says it affects a specific
You cannot have more than one copy of any Creature type, it affects any Creature with that
Magi. Players can choose any Magi from any word in its name. Thus a Power that discards all
region to make their decks; they can even use Quors affects Stone Quors and Quor Pups, too.
Magi from different regions in the same deck.
You may not have more than three copies of Energize Rates
any given card in your deck. In the region and
card type line, certain cards say that they are Energize Rates do not stack. A Creature
Alternate versions of another card (i.e., Dark with Energize 1 that gains Energize 2 only has
Furok says, Alternate Furok). When building Energize 2, not Energize 3.
or playing your deck, Furok and Dark Furok Three or More Players
count as the same card in all ways. You cannot If you play with three or more players, the
have more than three total of those two cards in person who goes first does get to energize,
your deck, and actions that affect one card affect unlike in a two-player game. Also, players can
its alternates. attack the Creatures of any player whenever they
attack; you dont need to attack just one player.
Searching Your Deck
Other Important Points
Whenever you look through your deck for a
card, reshuffle your deck afterwards. If you are Once you start a step, you cant go back to a
searching for a specific card or card type, you previous step.
must show it to your opponent when you have You cannot play anything during your
found it. If you are looking for any card or opponents turn unless a card specifically allows

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you to. For the most part, only Effects allow you Creature. He spends two energy from Pruitt
to do anything on your opponents turn. If one of (dropping her to two), and adds 3 energy to her
your Effects is activated on someone elses turn, Weebo (bringing it to 5). He chooses not to use
do whatever the card tells you to and nothing any other Powers.
else. Step 6 Draw
You cannot move energy between your Alan draws his cards; he now has five
cards unless a Spell, Effect or Power lets you do cards in his hand. He indicates his turn is over.
so. Zoe, Turn 1
There are few limits in Magi-Nation Duel. Zoe flips up Grega, her first Magi. Her
You can have as many cards in your hand as you card says, Starting: Arbolit, Quor Pup, Fire
want. Creatures and Magi have no limit on their Flow. Zoe looks through her deck, pulls those
energy. Magi have no limit on cards in play. three cards, and shows them to Alan. Then, as
she already has five cards in her hand (she drew
Example of Play two during Alans turn), she doesnt draw any
Alan and Zoe sit down to play a game. Alan extra, but simply shuffles her deck.
has a Naroom deck and Zoe has a Cald deck (all Gregas starting energy is 10, so Zoe
cards used in this example can be found in those puts 10 energy on her.
decks). Alan ends up going first. Step 1 Energize
Zoe did not go first, so she gets to
Alan, Turn 1 energize Grega. Gregas energize number is five,
so Zoe ups her energy to 15.
Alan flips up Pruitt, his first Magi. Pruitts Step 2 Powers, Relics, Spells
card says, STARTING: Vinoc, Carillion, As her special Power, Grega can launch
Grow. Alan searches his deck, chooses to grab a a thermal blast, costing her two energy. Zoe
Carillion and a Grow, and shows them to Zoe. discards two energy from Grega. The Power
He shuffles his deck, and, since he didnt take a says, Roll one die. Choose any one Creature or
Vinoc, draws three more cards to bring his Magi in play. Discard energy equal to the die roll
starting hand to five. Finally, the number in the from the chosen Creature or Magi. Zoe rolls the
upper left-hand corner of Pruitts card is 15, so die and gets a 4. Since Pruitt can use her own
he places 15 points worth of energy tokens on Power to add energy to Creatures, effectively
her. healing them, Zoe decides to choose the Furok (4
Step 1 Energize energy) instead of the Weebo (5 energy). The
Since he went first, he does not energize Furok loses all its energy and is discarded (and
Pruitt. therefore cant be healed by Pruitt).
Step 2 Powers, Relics, Spells Zoe has no more Spells, Relics, or
Alan has a Spell named Vortex of Powers she wants to use.
Knowledge in his hand, and he plays it. It has a Step 3 Attack
cost of 1, so he discards 1 energy from Pruitt. Since Zoe has no Creatures in play at
The card says, Each player draws two cards, so this time, she skips her attack step.
both Alan and Zoe draw two cards (these are Step 4 Play New Creatures
Zoes first two cards). Zoe plays her Arbolit, Quor Pup, and
Alan has no Relics, and Pruitt cant use Lava Balamant, for a total of 8 energy, which she
her Power without a Creature to use it on. He has moves onto the appropriate Creatures. Grega
no more Spells he wishes to play. now has 5 energy left.
Step 3 Attack Step 5 Powers, Relics, Spells
Alan has no Creatures to attack with, so Thanks to its Effect, Alans Carillion can
he skips this step. crush tiny Creatures in an attack without losing
Step 4 Play New Creatures any energy. To counter this, Zoe uses the
Alan plays a Carillion. It has a starting Arbolits Power. The Arbolits Power says,
energy of 4, so he moves 4 energy from Pruitt to Choose any one Creature in play. Discard
the Carillion. Pruitt now has 10 energy. Arbolit from play. Add two energy to the chosen
Alan also plays a Weebo (2 energy) and Creature. She discards the Arbolit and adds two
a Furok (4 energy), reducing Pruitt to 4 energy. more energy to the Quor Pup.
Step 5 Powers, Relics, Spells Finally, she plays a Fireball Spell. It costs
Alan uses Pruitts Power. It costs two her two energy but discards two energy from a
energy but allows her to add three energy to any Creature. She removes two energy from the

Current as of April 5, 2002 Page 8 of 12


Carillion, dropping it to 2 energy. She discards aspects of an attack, and not all of these steps
the Fireball card. apply to every attack. In most cases, you can use
Unfortunately, she cant use Gregas Power the simplified attack scheme described in the
again this turn. rulebook.
Step 6 Draw Attacking Step Order:
Zoe draws her two cards and ends her turn. 1. Attacking player declares one attacking
Alan, Turn 2 Creature.
Step 1 Energize 2. Attacking player declares one defending
Alan adds five energy to Pruitt, bringing her Creature or Magi.
to 7. 3. Note energy levels of all Creatures for
Step 2 Powers, Relics, Spells purposes of processing Effects. This energy level
Alan uses Pruitts Power. He spends 2 will be locked in for the rest of the attack.
energy and adds 3 to the Carillion. Now Pruitt 4. Process Effects using the numbers from
and the Carillion each have 5 energy. Step 3.
Alan plays the Spell Tap Roots. This allows 5. After Step 4 is resolved, if any new
him to discard up to 2 energy from any creature, Effects are now activated, go back to Step 4.
and add up to 2 energy to any other Creature. He Remember to use the numbers from Step 3 in all
takes 2 energy from Zoes Lava Balamant and cases. A Creature cannot gain bonuses from any
adds 2 energy to his Weebo. Now the Lava one Effect more than once per attack.
Balamant has 3 energy, and the Weebo has 7. 6. Lock in attacking and defending energy
Thats a big Weebo. levels for the attack resolution.
Step 3 Attack 7. Resolve energy loss in attack. Effects
The big honkin Weebo then goes forth and may apply here as well. Creatures
attacks the hapless Lava Balamant. The Lava simultaneously remove their energy from Step 6
Balamant removes 3 energy from the Weebo, from the opposing Creature. Any Creature
leaving it with 4. The Weebo removes all the reaching zero energy at this point is defeated and
Lava Balamants energy, and the Balamant gets discarded.
discarded. 8. Process any applicable end-of-attack
Next, Alans Carillion attacks the Quor Pup. Effects.
The Carillion has 5 energy and the Quor Pup has Note that some Powers may activate in
4, so the Carillion removes all the Quor Pups a manner like Effects in the above sequence, and
energy (discarding it) and the Quor Pup leaves should be handled as if they were Effects.
the Carillion with 1. Burrowed: A lot of Underneath cards refer
Step 4 Play New Creatures to Creatures that are burrowed. Being
Alan chooses not to play any new Creatures; burrowed is a special condition granted by
hes saving up to pay for the Giant Carillion in various cards. Creatures that are burrowed do not
his hand (which costs 8). lose more than two total energy per turn due to
Step 5 Powers, Relics, Spells attacks or opposing cards.
Alan uses the Weebos Power. It costs the Deck: Your deck contains the 40 or more
Weebo 2 energy, but brings the Carillion back to cards that you play with, including Creatures,
its starting energy of 4. Spells, and Relics. Your deck specifically
Step 6 Draw excludes your Magi, which are called your Magi
Alans turn is now over, and he feels pretty stack. You may not have more than three copies
good. But then Zoe starts to grin evilly of a given card in your deck.
Defeat: A Creature is defeated when it has
Glossary no energy tokens left on it. A Magi is defeated
Add: Raising the energy level on a card when he or she has no energy tokens and all of
already in play. The energy comes from nowhere his or her Creatures are defeated.
(or the bank if you prefer). The only exception Defend: A Creature that is being attacked is
is cards that specifically use some form of the defending.
word rearrange in describing their action(s); Discard (Cards): Always discard from your
rearranging is not considered to add to hand unless:
remove energy. 1. The text says discard from play,
Attack: An attack is when one players 2. With logical interpretation, the text
Creature fights with another players Creature. implies from play (i.e., the Creatures Power
The full explanation of an attack given covers all says to discard itself), or

Current as of April 5, 2002 Page 9 of 12


3. The text refers to a specific non-Spell still pay the energy cost and any regional
card type and does not refer to discarding from a penalty.
hand (e.g. Discard all Balamants). Power: Many of the Magi, Relics, and
Note that when your Magi is defeated Creatures have Powers. Each Power has a
you only need to discard your cards that are in specific cost. Below is the order of steps to use
play, not those in your hand. when playing a Power. Keep in mind that this
Also, discard from play refers only to was developed to cover all aspects of using a
cards that go from play to your discard pile (even Power, and not all portions of these steps will
if only momentarily), and to Magi that are apply to every Power. In most cases you may use
defeated and go to your Magi stack (face up). the simplified instructions described in the
Discard (Energy): This means to remove general rules.
energy from the card and the game (it gets put in 1. Announce that you are using the Power.
the bank, if you like). 2. Pay all costs associated with that Power
Effect: Effects are abilities printed on Magi, such as energy loss and/or discarding the source
Creatures, and Relics. Some Effects occur Creature. These costs occur and are paid
automatically (like at the start of each of your simultaneously.
turns), some are activated by other game actions 3. Check to see if any Creatures have
(such as playing a Creature or using a Power), reached zero energy. If they have, discard them
and some Effects protect cards from game from play. If the source Creature is discarded at
actions (such as Spells or Powers or other this point, the Power still continues to operate.
Effects). 4. Make all choices involved. If there is no
When an Effect meets the conditions longer a valid card to choose, then the Power
specified in its description, it is activated. Play ceases. If a Power requires you to discard a
the actions in the Effect as specified, then Creature, choose it now.
continue with the game. Effects with may in 5. Simultaneously carry out all results of
them have results that depend in part on whether the Power, including discarding any Creatures
the player in question opts to use the Effect or selected in the previous step.
not. Other Effects are mandatory; they do not use 6. Discard any Creatures that have zero
the word may. energy.
The player whose turn it is chooses the 7. Check to see if any Magi have reached
order of his or her Effects, and applies all of zero energy. If they have, and they have no
them in that order. Then his or her opponent(s) Creatures in play, they are defeated.
do the same in turn. Note that Magi are not checked for zero
Foils: Foils are shiny cards, and are energy until the entire Power has resolved. This
especially prized by is also true when Magi play Spells.
collectors. They are very rare and hard to Rearrange: Taking energy from one card and
find. See the packaging for odds on finding a placing it on another card, neither adding nor
foil. reducing the total amount of energy on the board.
Largest: The Creature(s) with the most Regional Penalty: An extra cost for using
energy tokens on it. This has nothing to do with cards from a region different from the Magis
starting energy. region.
Magi: Magi are powerful wizards from the Regions: The place(s) that the card comes
different regions of the Moonlands. They are the from or is most common to. There are many
main characters in any duel. different regions in Magi-Nation. Orothe and
Magi Stack: This is the pile of three Magi Orothe Deep are synonymous.
with which you play the game. The Magi are Remove: see Discard.
revealed in order; i.e., your second Magi is not Restore: Restoring can add or discard energy
revealed until the first is defeated. from a Creature, unless otherwise restricted (see
Opponent: Any card that says opponent on Magam), until it is at the desired energy level
it refers to any other player besides you. (generally its starting energy level).
Opposing: A card controlled or an action Reveal: Show a card to all players and allow
generated by any player other than you. them to read its full text.
Play: Whenever you play a card, it is treated Self-Referential: Some powers and effects
the same way. Thus if you are somehow able to refer by name to the specific card that has the
play a Creature during your PRS step, you must power. For example, Timber Hyren has a power
that says, Take up to five energy from your

Current as of April 5, 2002 Page 10 of 12


Magi and place it on Timber Hyren. If copied, Animite Redemption
the copied power refers instead to the card that PO Box 4039
gains the power. Seattle, WA 98104
Smallest: The Creature(s) with the least
energy tokens on it. This has nothing to do with You can also use the handy
starting energy. on-line order form on our website.
Universal: Universal is considered a region,
although Magi can play Universal Relics. They Credits
can also play Universal Spells and Creatures Design Lead Dan Tibbles
without paying a regional penalty. Creative Director Phil Tavel
Winning: To win, all Magi belonging to all Design Team Edward Bolme, Steve
other players in the game must be defeated. If a McLaughlin, Lang Johnson, Danny Walker
Magi ever has no energy tokens and no Creatures Original Concept Phil Tavel, Greg
in play, that Magi is defeated and goes to the Richardson von Oy
bottom of the Magi stack face up. When all three Art Direction Tom Cook
of a players Magi are defeated, that player loses Graphic Design Mike Christopher
the game. Art Team Tim Gillette, Chana Goodman,
Magi-Nation Events Matt Holmberg, Ryan Shreve, Richard
Tournaments Werner
To find out more about Magi-Nation Brand Management Edward Bolme
tournaments in your area, visit our website at Story & Flavor Text Edward Bolme, Phil
www.magi-nation.com. Tavel, Dan Tibbles, Steve McLaughlin
If you are interested in running Magi-Nation Organized Play Jenifer Hunter,
tournaments, either visit our website or call us. Jimmer Sivertsen
Tournament directors are eligible to receive Conventions Dorcas Bean
special rewards for their services. Check our Fan Club Michael Liesik
website for more information. Web Team Mike Neimat, Lisa Smith
Demos Rulebook & Editing Edward Bolme
We also may be able to provide support and Playtesters Thank you all, for youre too
product for running Magi-Nation demos. If you many to list
want to run a Magi-Nation demo, just e-mail or Special Thanks Kim Aparis, Tyler Mays,
call us at least three weeks beforehand. Steve Mumford, Jeff Richardson von Oy,
Contact Info Marcello Bolivar
tournaments@magi-nation.com Corporate Executives Rich Silveira, Don
league@magi-nation.com Morris, Bob Morris, Jackson Tse
events@magi-nation.com
demos@magi-nation.com 2000-2002 Interactive Imagination
Corporation. All rights reserved. Interactive
206-405-2727 Imagination is a registered trademark of
Interactive Imagination Corporation. Magi-
PO BOX 4039 Nation, Magi-Nation Duel, their logos, and all
Seattle, WA 98104 related marks, names, characters, and images are
trademarks, registered trademarks, and/or service
www.magi-nation.com marks of Interactive Imagination Corporation.
Animite Points Game design by Interactive Imagination. Patent
Animite points are found on every booster pending. No contents of this product may be
pack and starter deck, and can also be won at reproduced in whole or in part without the
sanctioned tournaments and in the Magi-Nation express written permission of Interactive
League. You can spend your Animite for many Imagination. No weebos were harmed in the
different special offers, including promotional making of this product.
cards and Magi-Nation apparel. Visit our website www.interactiveimaginationcorp.com
at www.magi-nation.com/animite for a catalog of Join the Grand Magi Council
prizes available. The Grand Magi Council is our fan club for
those who want more. Members get a quarterly
You can redeem your animite at: newsletter, free promos, access to special offers,
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through our website, or by filling out and
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