Die uralten und offiziellen Regeln von Imperial Twing

Imperial Twing ist ein uraltes magisches Kartenspiel, das von Zauberern, Hexen, Magiern, Zauberinnen und vielen anderen im Kaiserreich gespielt wird. Die Ursprünge sind unbekannt, aber es gibt es schon seit Jahrhunderten. Obwohl sich die Regeln im Laufe der Zeit weiterentwickelt haben, symbolisiert es im Wesentlichen den ständigen Kampf darum, als Vize-Erzmagier Teil der kaiserlichen Aristokratie zu werden, und die ständige Herausforderung für alle, die Magie einsetzen, um die Macht der „Orn“ zu kontrollieren.

Das Ziel des Spiels

Das Ziel des Spiels ist es, der stellvertretende Erzmagier des Reiches zu werden. Um dein Ziel zu erreichen, musst du zunächst (mindestens) drei magische Gegenstände sammeln und dann deine Beherrschung der Orn in einer Reihe von Kämpfen mit deinen Gegnern während des Endspiels beweisen.

Download die Zusammenfassung der Regeln herunter:

Diese Seite wird gerade aktualisiert - wir hoffen, dass wir bald fertig sind!

Was ist in der Box?

Imperial Twing base game full contents

  • 160 Karten in Pokergröße, schwarzer Kern und Leinenfinish
  • Deutsche und englische Sprachversionen der Hauptkarten und Regeln
  • Vier einzigartige zwölfseitige „Orn“-Würfel, für jede:n Spieler:in einen
  • 30 „Orn“-Kristalle („Ornicles“)
  • Schwarzer Stoffbeutel
  • Zwei leere „magische Objekt“-Karten zum selber gestalten (Special der ersten Auflage)
  • Viele Stunden Spaß mit Freunden und Familie
  • Urkomische magische Objekte und frustrierende Sonderereignisse
  • Jede Menge versteckte Teddys
  • ... und eine wunderschöne schwarze Schachtel, die in jedem Regal umwerfend aussieht!

Karten identifizieren

Imperial Twing umfasst vier große Kartentypen, von denen jede ein einzigartiges Design und eine eigene Farbe auf der Rückseite hat.

Charakter Karten

Im Basisspiel gibt es vier Charakterkarten. Diese haben ein lila Design auf der Rückseite der Karten und jede Karte zeigt eine magische Figur, die den Spieler repräsentiert.

Jeder Spieler wählt entweder zufällig eine dieser Karten aus oder wählt sie zu Beginn des Spiels und legt sie offen vor sich hin.

Die Farbe der von dir gewählten Charakterkarte bestimmt dein „Element“ für das Spiel (Feuer, Wasser, Luft, Leben) mit entsprechenden Vorteilen bei der Verwendung von Zaubersprüchen und magischen Kreaturen, die demselben Element angehören wie dein Charakter (Details siehe spätere Regeln).

Imperial Twing Playing Cards

Spielkarten

Die Spielkarten werden von allen Spielern während des Spiels benutzt und beinhalten Zaubersprüche, magische Kreaturen (auch Viecher genannt) und besondere Karten wie Katzen und Fallen.

Die Spielkarten haben ein blaues Design auf der Rückseite der Karten.

Die Details zu den verschiedenen Arten von Spielkarten und wie sie verwendet werden können, findest du im nächsten Abschnitt mit dem Titel „Verschiedene Arten von Spielkarten“.

Imperial Twing Magical Objects

Magische Objektkarten

Magische Objektkarten stellen die mächtigen Gegenstände dar, die die Spieler/innen während des Spiels sammeln und die sie benötigen, um Imperial Twing zu gewinnen.

Magische Objektkarten haben ein grünes Design auf der Rückseite der Karten.

Jede magische Objektkarte enthält den Namen des Objekts und eine kurze Beschreibung seiner Wirkung.

Die Einzelheiten zu den Auswirkungen der einzelnen magischen Gegenstände werden im Abschnitt “Kräfte der magischen Objekte“.

Ein Spieler benötigt mindestens drei (3) magische Objekte mit unterschiedlichen Elementen (Farben), um das „Endspiel“ zu erreichen, wobei der Teddy of Agony als jede Farbe (Joker) zählt.

Beachte, dass das Basisset sowohl deutsche als auch englische Versionen dieser Karten enthält – entferne bitte die Karten in der Sprache, die du nicht verwenden möchtest, bevor du mit dem Spielen beginnst!

Imperial Twing Event Cards

Event-Karten

Die Eventkarten von Imperial Twing enthalten Beschreibungen zufälliger Ereignisse, die bei der Verwendung von Magie auftreten können, da der Orn unberechenbar ist.

Die Ereigniskarten haben eine rote Rückseite und jede Karte enthält den Namen des Ereignisses sowie eine Beschreibung der Auswirkungen.

Ein Spieler zieht eine Ereigniskarte, wenn er das „Ereignis“-Symbol (Spirale) auf dem Orn-Würfel würfelt, sowohl beim Angriff als auch bei der Verteidigung. Ereignisse können positiv und negativ sein und sich auf den Spieler, der das Ereignis zieht, sowie auf einige oder alle anderen Spieler auswirken.

Beachte, dass das Basisset sowohl deutsche als auch englische Versionen dieser Karten enthält – entferne bitte die Karten in der Sprache, die du nicht verwenden möchtest, bevor du mit dem Spielen beginnst!

Verschiedene Arten von Spielkarten

In den Spielkarten (blaue Rückseiten) gibt es eine Reihe verschiedener Arten von Karten mit spezifischen Verwendungszwecken.

Imperial Twing spells

Zauberkarten

Zauberkarten stellen die magische Kraft des Orns dar und werden verwendet, um andere Spieler anzugreifen (und sich gegen sie zu verteidigen).

Jede Zauberkarte hat das Symbol und die Farbe des entsprechenden Elements des Orns sowie die Kraft der spezifischen Karte.

Du kannst bis zu drei Zauberkarten derselben Farbe in einem Angriff (oder einer Verteidigung) kombinieren und optional magische Kreaturen zur Unterstützung hinzufügen.

Imperial Twing magical creatures

Magische Kreaturenkarten ( Critter-Karten)

Magische Kreaturen (auch als „Critters“ bekannt) schließen sich deiner Sache an und können dir sowohl beim Angriff als auch bei der Verteidigung gegen andere Spieler helfen.

Auf jeder Karte mit magischen Kreaturen sind das Bild und der Name der Kreatur sowie ihre Stärke (Kraft) abgebildet.

Du kannst deinen Zaubersprüchen beim Angreifen und Verteidigen magische Kreaturen hinzufügen und hast die Möglichkeit, dich mit magischen Kreaturen als „Schutzschild“ zu verteidigen, ohne Zaubersprüche zu verwenden.

Die Stärke der Kreaturen wird zur Gesamtmenge deines Angriffs/deiner Verteidigung addiert, wenn Schlachten ausgetragen werden.

Kreaturen mit dem „M“-Symbol sind Reittiere, die eine andere Kreatur mit derselben oder einer geringeren Stärke tragen können.

Lege alle Karten mit magischen Kreaturen offen vor dir auf den Tisch – sie bilden dein „Gefolge“ und werden dich bei deinem Streben, Vizeerzmagier zu werden, unterstützen.

Imperial Twing cats

Cat Cards

It has long been known that cats have a special relationship with magic and the Orn.

Black cat cards can be played whenever you are rolling the Orn dice and allow you to reroll the dice one time. Be careful as you must take the result of the second roll, even if it is worse!

The special white cat card “Miromon” reverses the result of ANY roll of the Orn dice, for yourself or your opponent.

Three cat cards can be “sacrificed” in the Ritual of The Ornly Cat to enable a player to draw the top card from the magical objects pile …. powerful indeed!

Keep any cat cards in your hand (with spells and traps) to use when the time is right.

Imperial Twing traps

Trap Cards

Traps can be used to capture or neutralise your opponents magical creatures.

During a battle, including duels, you play play trap cards when attacking or defending to neutralise your opponents creatures.

Place the trap card onto the creature you are targeting, which is then removed to the discard pile.

Note that if a mount is targeted, only the mount is discarded, the creature riding the mount remains in the battle.

You can also use a trap card as an action, during your turn, to “capture” a magical creature of your character’s alignment (colour) from any opponent. The creature is added to your entourage and the trap card discarded.

Keep any trap cards in your hand (with spells and cats) to use when the time is right.

Das Orn: Eine uralte Kraft

The Orn, the ancient force behind all magic, has a mind of its own. Magic is easy to use, but the Orn is difficult to control and even more challenging to master. With skillful tactics, courage, and luck, you can acquire powerful magic objects created by the will of the Orn.

Only those who are powerful enough can control the Orn, and only those who master the Orn will receive the illustrious title of Imperial Vice Archmage in this ancient imperial game. The Orn currently manifests in 4 elements:

  • Red: Orn of Fire
  • Blue: Orn of Water
  • Green: Orn of Life
  • White: Orn of Air

“The Orn is the force behind all magic, easy to use, but difficult to control!”

– The Archmage of The Empire

Imperial Twing ornicles

Ornicles

When the Orn is used for magic spells during battle, magical processes happen which generate Ornicles that appear in different shapes (colored crystals).

These crystals can be collected by the wielder of the winning spell and can be used to conjure magical objects. If you don’t use magic, you don’t get Ornicles, such as in case of shielding in defense.

Spielvorbereitung

To begin the game, each player draws randomly (or selects) one of the Character cards and takes a corresponding “Orn” dice (one of the coloured 12-sided dice).

Imperial Twing characters

Character: Become a legend

You chose one of four characters at the start of the game. Each character possesses mastery over one Orn element (color), giving you advantages when you play this color in battle. The characters are:

  • Water (blue): The Witch of the Burbling Rivulet
  • Fire (red): The Mage of the Lambent Matchstick
  • Life (green): The Sorceress of the Picturesque Flowerpot
  • Air (white): The Warlock of the Balmy See Breeze

The playing cards, magical objects, events cards and Orn crystals should be laid out as follows:

Example setup (two players setup shown)

The Playing cards (large stack with a blue background) are shuffled and placed in the centre of the table.

Event cards (red back) and Magical Object cards (green back) are also shuffled and placed face down on either side of the Playing cards.

The top two Magical Object cards are drawn and placed face up on the table.

The “Ornicles” (coloured crystals) are placed in a convenient location for all players to access.

Each player places their Character card face up in front of them, along with the corresponding coloured “Orn” dice.

Each player draws THREE Playing cards from the stack and places any Critter cards face up on the table in front of them.

Spells and other special cards are kept in the hand (not displayed to the other player(s) – in the example (left) these cards are laying face down on the table, however players should hold these in their hands.

Start: The game is on

  1. Everyone rolls the dice at the same time and the highest number begins (re-roll if two or more players role the same highest number).
  2. Starting player begins their turn and also decides the direction of play (clockwise of counter-clockwise) for this game.

Player Turn actions

At the start of your turn, draw 1 card from the deck of playing cards (the large stack of cards with blue backs).

Any spell cards, cats and traps remain in your hand. All magical creature cards are immediately placed face up on the table in front of you. These form your entourage (army of magical creatures).

If you no longer have a spell card in your hand, always draw playing cards immediately until you have a new spell card. Any cards drawn that are not spell cards are immediately discarded.

Then choose ONE of the following actions:

  1. Attack any other player
  2. Duel another player for one of their magical objects
  3. Buy a magical object, if you have sufficient Ornicles (five in a standard game)
  4. Play a trap card to capture another player’s magical creature (of your color)
  5. Perform the Ritual of The Ornly Cat (if you have three cat cards) to draw a magical object from the top of the pile
  6. Announce you are entering the end game (if you have sufficient magical objects) and make and end-game attack
  7. Make an end-game attack (if you are already in the end-game and still have sufficient magic objects)
  8. Pass and draw TWO additional playing cards from the stack

Maximum Spell Cards Rule

  • You may only hold up to three different colors (elements) of spells in your hand.
  • If you have more than three colors in your hand, discard spells of one color to the discard pile
  • You can only have a maximum of 15 spell cards in your hand.

Magical Creatures (Critters)

  • Critters with the same color as your character are protected (see description below)
  • When drawn, place them face up in front of you, as they belong to your entourage.
  • Mounts (Symbol M) can carry another critter of same or less power. Then both critters count as one unit/critter.

Fighting: Attack and Defense

  1. On your turn you have the option to attack any other player.
  2. Announce the attack, and who you are attacking, and then place the cards you are using in your attack face up on the table.
  3. You MUST play at least one spell card to attack. You may play up to three spell cards of the same element (color) in a single attack.
  4. Your opponent MUST defend, either using spells (and optionally adding magical creatures) or using magical creatures only as a “shield”.
  5. Optionally, add one creature of the same color for each spell card placed. Creatures riding a mount do not count in this total (the creature and mount count as one creature).
  6. Add up all the points on the cards (spells and creatures).
  7. Do the same for defense, unless you play creatures as a shield (see special defense).
  8. Roll your Orn dice and add/subtract the result from your total points .
  9. Play cats and traps at will during the fight to change the outcome.
  10. Whoever has more total points at the end wins, and takes 1 ornicle as a reward.
  11. All spell/special cards played are discarded.
  12. All creatures of the winner return to their entourage.
  13. All the losers’ creatures go to the discard pile (exception: own color played in the attack).
  14. When there is a tie (attacker and defender have the same total power result), all creatures of all players return to their entourages and all other cards played are discarded (spells, cats, traps).
  15. If players have a simultaneous action (for example both roll an Event on the Orn dice), the Attacking player goes first (has the initiative).

ALSO remember to check for the effects of magical objects which can negate the effects of certain rolls as well as cat and trap cards.

Orn Dice Symbols: The Will of the Orn

Magic is unpredictable and can sometimes have unexpected consequences.

Imperial Twing dice

Whenever you utilise the power of the Orn, whether attacking or defending, you roll the Orn dice to determine the effect of your spells.

The numerical result (from -4 to +4) is used to modify your total power (added to the sum of the spells and creatures you are using).

There are also three “special symbols” which have the following meanings:

SunCritical HitYou win!
CrossCritical FailYou lose!
Spiral (“The Orn”)EventDraw an event card and do what it says.

The dice roll counts as a zero towards your total power for this attack / defense.

Events are resolved immediately before any other actions are performed.

After any events are actioned, a cat card can be played by either player (attacker of defender) to re-roll their dice. Some magical objects also enable the dice to be rerolled. Multiple cat cards can be used in succession, however only the result of the last roll counts.

If both players role a Critical Hit or Critical Fail, and no cats are played to change the results, then the attack results in a tie – creature cards return to the player’s entourages and spell cards are discarded. No Ornicles are awarded to either player.

If both players roll an event, the attacking player event is actioned first.

Traps

Imperial Twing trap card

Traps always work (there is no saving throw or chance of failure). You use a trap card by place it face upwards onto another player’s critter card.

You can play a trap card in two ways.

  1. During your turn: As an action, you can capture a magical creature of your Character’s color from another player’s entourage and add it to your entourage. This ends your turn.
  2. During battle: You can remove one magical creature of your opponent, sending it to the discard pile. In case of a mount and rider, only one is discarded. You can play a trap card at any time during a battle, including after the Orn dice have been rolled.

Cats

Imperial Twing cat card

To play a cat card, place it face upwards on the table and announce you are rolling the Orn die again.

Cat cards allow you to reroll The Orn die one time during a duel or battle.

You can use multiple Cat cards one after another, but you must always use the result of the last roll of the Orn die.

The “Ritual of the Ornly Cat”: The Orn is with you

As Cats are uniquely linked to the power of The Orn, you can sacrifice/discard three cat cards to draw the next magic object from the top of the magical object stack (if any remain).

Miromon: The white cat

Imperial Twing Miromon the white cat

Miromon is a unique card which is used in the same way as a standard (“black”) cat card, however when played your dice roll or that of your opponent is inverted!

=> Critical fail becomes critical hit, -4 becomes 4, event becomes 0, …

Note: as Miromon is a cat card it can also be used as one of the three cards discarded for the “Ritual of the Only Cat”, to gain a magical object.

Mounts (M): Wolpertinger and War Horse

Imperial Twing magical creatures

Mounts can carry creatures of equal or less strength to themselves.

Both creatures (the mount and the creature riding) then count together as one stronger unit / creature. Mounts can never carry other mounts.

Hence, for one spell card you can now add mount and rider. If, for example, if a player attacks or defends with three spell cards, and additionally uses three Mounts, then a total of six (6) Magical Creatures could be added.

In case of traps only one of the two magical creature cards are discarded – the player who uses the Trap card decides which creature is discarded.

Elemental alignment: Playing your color

Imperial Twing magical creatures

Playing your own character’s element (color) gives you two advantages:

  1. Using a spell of the same color (element) as your character for either attack or defense, will be more effective as your character is highly skilled in magic of this element. Hence, if you roll The Orn die in a battle, the negative numbers count as zero. But a critical fail is still a critical fail.
  2. Similarly, when aided in an attack by your critters of the same element, you are better able to protect them from harm. Even if you lose the attack, these critters will return to your entourage for future battles. (This ONLY works for attacking, not when defending).

Special Defense: Shield

Imperial Twing Vitruvian Teddies Shield
  • The defending player can choose not to play a spell, but instead place down as many critters of one color as you want as a shield.
  • The shielding (defending) player does NOT roll the Orn die, as they are not using magic.
  • If the defending player wins, the shielding critters return to their entourage, however if they lose then all shielding critters are discarded.
  • The defending player does NOT receive an Ornicle if they win, as they have not used the Orn during this battle.
  • If the defending player has the Teddy of Agony, they may also add one additional magical creature of another color to their defense.

Events: Expect the unexpected

Imperial Twing Event Cards

The Orn is unpredictable and magic is easy to use, but difficult to control.

Whenever you roll the Orn Symbol (spiral), you must imediately draw an event card and do whatever the event card says. Resolve any event(s) before taking other actions.

If several people roll The Orn Symbol at the same time, the primary attacker must draw an event card first and resolve the outcome. Then, one after another in order of play, the other players draw their events cards and resolve any outcomes.

Event cards may affect just you, or all players.

Some magical objects shield you from events, even the good ones! (You will still draw an event card, but the effects do not apply to you).

Magical Objects

Magical Objects are rare and powerful items in which the power of The Orn manifests to provide their owner with special abilities.

In order to win Imperial Twing you must collect at least three (3) magical objects of three different colors – the Teddy of Agony is a wild card which counts as its own color.

Each Magical Object has a unique power granted to the character who posses it (see the table below for details).

You can acquire Magical Objects through:

  • Buying them using Ornicles as an action during your turn
  • Duelling another player to steal an Magical Object from them
  • Performing the Ritual of the Ornly Cat
  • An event

You can posses as many Magical Objects as you like, however you can only use three magical objects at a time. Put all further magical objects that you possess to the side, so that all players can see them. Only the ones next to your character are active and their powers effect the game.

You can switch which of your magical objects are active at any time, except during a battle or duel.

Buy Magic Objects: Become even more powerful

If you have enough Ornicles (5 to be exact, in a standard game), you can buy one of the two magical objects that lay openly on the table (face up).

  1. Pay the required number of Ornicles, choose a magical object and lay it face up next to your character. From now on you are more powerful and you can use the powers of the magical object.
  2. When you have chosen one magic object, draw a new card from the magical object stack (if any remain) and lay it down facing up.
  3. You can only use three magical objects at a time, so if you exceed this limit you must choose which cards to keep active (play face up next to your character).
  4. Buying a magic object counts as an action, so this ends your turn.

Stealing Magical Objects: Fight a Duel

If you want to steal a magical object from another player, you must duel them. This requires that you put up one Ornicle as the “stake” to initiate a duel.

  1. Announce that you will duel another player, nominate the player and place one Ornicle on the table as your stake.
  2. You will fight your opponent 3 times in a row, and you must win 2 out of 3 battles.
  3. You are always attacking.
  4. Your opponent must defend.
  5. No other player can support in the duel.
  6. If you win 2 out of 3 duels you can choose the magic object you steal from your opponent and add it to your collection of magic objects. The “staked” Ornicle returns to you.
  7. If the defender wins 2 out of 3 duels the attacker won’t get anything, and the defender gets the attackers staked Ornicle.

Powers of the magical objects: No two are the same

Teddy of AgonyAdd one additional magical creature of any colour to your attack / defence (this can include a mount and a creature riding the mount, which still counts as one creature).
Panties of ProtectionIf you roll a critical fail it counts as 0 on the dice.
Hat of OpportunityWhen you are defending an attack, you may roll the Orn die again one time if you wish (this is not affected by the Socks of Certainty). You must take the result of the new roll.
Giant Red ShamrockWhen you are attacking, you may roll the Orn die again if you wish (this is not affected by the Socks of Certainty). You must take the result of the new roll.
Puppet of ClarityWhen you draw an event card it has no effect on you, but still has an effect on all other players as appropriate. This includes events which would be positive / beneficial for you!
Boots of CertitudeYour opponents cannot use trap cards against you.
Bra of DestinyYour opponents’ critical hits count as 0 against you.
Socks of CertaintyYour opponents cannot use cat cards against you, including Miromon. This does not stop your opponent from using cat cards against other players, nor does it prohibit them from performing the “Ritual of the Only Cat”.
Cup of LamnessYour opponents cannot mounts creatures when attacking or defending against you.

Creatures which are mounts can still be used, however the cannot have a rider (mounted creature).

In a multiplayer situation (such as during the end game) this restriction only applies to attacks against you, not other players.

Multiplayer rule: Support one side

In a 3 or 4 player game, you have the possibility of joining in and supporting either side of a magic battle (but not a duel).

  • Stake an Ornicle and support a side with a spell / creature of the corresponding color before the dice roll!
  • Make sure it is clear which player you are supporting.
  • Your side wins: You receive an additional Ornicle and take your stake back.
  • Your side loses: The winner receives your Ornicle plus regularly one more for winning the battle.
  • Only the two main opponents may use their magic objects, roll the dice or play traps and cats.

Endgame: Finally become Vice Archmage

It’s your turn and you have 3 magic objects of different colors, the you can start the endgame.

  • Say loud and clear that you are now starting the endgame.
  • If you have no magic object, you lose immediately and surrender (leave the game)
  • Now it’s one against all. Your attack goes against all remaining players at the table at the same time. 
  • Everyone must defend themselves individually!
  • All roll their Orn die at the same time.
  • Each battle is resolved individually. Creatures are only discarded at the end.
  • You win: take a magic object from the respective opponent.
  • You lose: the opponent receives 1 Ornicle.
  • If you are the last person in the game, you have won and are the Vice Archmage
  • If one of your three magic objects is stolen, the endgame phase ends for you and you continue to play in the regular mode until you have 3 magic objects again and restart the endgame.

Surrender: Retire when it becomes hopeless

Sometimes the Orn simply isn’t on your side … or perhaps for some other reason you need to end your game. If at any time a player wishes to withdraw from the game, they can do so by announcing their retirement:

  • Turn your character card face down.
  • Discard all spells, critters, and special cards.
  • If there is more than 1 player remaining in the game, distribute your magical objects and Ornicles to the other players, as you wish.
  • Thank your opponent(s).
  • (optionally) watch the game play-out with the remaining players (if more than one player is remaining)

And may The Orn be with you …

The team at Imperial Games GmbH wishes you many hours of fun playing Imperial Twing.

Ursprüngliche Variationen

Imperial Twing can be played in many different ways. In your box you’ll find two spare magical object cards and cards in a language you won’t need.

Feel free to change any rule so that it fits your style of play, and to create stickers to replace the event cards with events you like to create a different game.

Add whatever you think should be added to make it more fun.

Wenn du mit einer richtig coolen neuen Variante spielst, lass uns davon wissen und schreib uns: info@imperialgames.ch

Die folgenden Spielvariationen sind mit deiner Box schon möglich::

Duell Twing (2 Players): Zwei Spieler

Trippel Twing (3 Players): Spiel wie oben erklärt. Zusätzlich kann der dritte Spieler bei einem Kampf der beiden anderen entscheiden, welche Seite Unterstützung braucht. 

Battle Twing (4 Players): Man spielt wie Trippel Twing nur mit 4 Spielenden (alle gegen alle)

Royal Twing (4 Players); A 2 vs 2 game following the standard rules. But you play in teams of two. Partners sit next to each other and are allowed to look at each other’s cards. After each draw from the stack, you can each exchange one card with your partnering player to help each other. Magical objects cannot be exchanged. Only one player can win.

House Rules

Die nachfolgenden Regeln wurden von anderen Spielenden entwickelt. – feel free to try them out and to create your own!

Flauschigassen Faustkampf: Du brauchst nur 2 Ornkristalle, um ein magisches Objekt zu kaufen. Macht das Spiel viel schneller.

Unzuverlässige Fallen: Fallen sind unzuverlässig. Wenn du eine Falle spielst, würfel den Ornwürfel. Wenn du eine negative Zahl würfelst, hat die Falle nicht funktioniert. Folglich bist du nur in 2 von 3 Fällen erfolgreich, wenn du eine Falle spielst.

Opfere Katzen: Opfere 2 Katzen in einem Angriff und würfle den Ornwürfel erneut. Aber jetzt zählt der Wurf, wie wenn du deine eigene Farbe spielst (d.h. negative Zahlen zählen nicht).

Helden: Nutze zwei Ornkristalle und mache einen Helden (man kann diese auch direkt am Anfang haben). Ein Held kann nur eine Kreatur deiner Farbe sein und aus deiner Entourage. Platziere zwei Ornkristalle auf deinem Held. Dein Held hat nun +2 Stärke und 3 Leben. Jedes mal, wenn dein Held verliert, verliert er 1 Ornkristall und entsprechend 1 Leben und 1 Stärke. Du kannst nur 1 Helden haben.

Waffen: Nimm was auch immer du in deinen Lego- und Plamobilhinterlassenschaften als Waffen für deine Kreaturen finden kannst. Vereinbare mit deinen Freunden, wieviel eine Waffe kostet und wie sie die Stärke deiner Kreaturen verändert. Waffen gehen verloren, wenn Kreaturen sterben.

Coming Soon to Gamefound – The Dragon’s Demand:

Imperial Twing - The Dragon's Demand
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