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Empty Space The major arcana add an exciting dimension to the game. Each has its own rules of play. Some modify other cards in a single battle, others can only be used outside of battle. After played the card is discarded.

  • The Magician: When placed on another card it allows the player to choose the suit of the affected card for that battle only.

  • The High Priestess: Allows the player to swap one of his cards involved in a battle with one of his opponent's cards also in battle. The swap is permanent.

  • The Empress: The player draws five cards instead of the usual one at the end of his turn.

  • The Emperor: Cannot be played in combat. Player picks up defense formation and adds to hand. Then relays out a defense position as desired from hand.

  • The Heirophant: The card it is played on is protected for that turn and is not discarded if the player loses the battle.

  • The Lovers: Allows the player to choose one enemy card (not a Rune card), either an exposed defense card or one of the cards in the opponent's hand, and add that card to his own hand. This can be done inside or outside of battle. In battle if the card taken is an attacker the attacker position can be refilled from the attacker's hand. On the other hand, defense cards can only be replaced as normal during a player's turn.

  • The Chariot: Increases the player's combat total by forty points for that battle only.

  • Strength: When placed on another card that card's value becomes one higher than the card it is facing for that battle only.

  • The Hermit: Forces one enemy card of choice to be turned over so as to identify it. Can be used in conjunction with the Lovers.

  • The Wheel of Fortune: Can be played at any time to replace any non-Rune card from either side with one drawn from the deck, whether the card to be replaced is in a defense position, in an attack or in the player's hand. The replaced card is discarded. This can be played in a battle and outside of battle.

  • Justice: If played immediately following the Tower destroys the foremost row of the opponent who played the Tower. When played in battle negates all rune cards, both attacking and defending. Does not retroactively counter immediate affect cards such as the High Priestess or the Lovers.

  • The Hanged Man: Completely counters and negates one Rune card played by an opponent. The other card simply has no effect and is immediately discarded.

  • Death: Eliminates one enemy card of choice that is either in battle or is an exposed defense card.

  • Temperance: Causes an immediate ceasation of hostilities with neither side losing any cards (except for rune cards played in support of the battle).

  • The Devil: Negates the effect of one enemy card for that battle only.

  • The Tower: Destroys the entire frontmost row of the designated opponent.

  • The Star: The player automatically wins the battle unless the opponent plays the Moon or the Sun

  • The Moon: The player automatically wins the battle unless the opponent plays the Sun

  • The Sun: The player automatically wins the battle.

  • Judgement: When this card is played all cards placed in defense are turned face up and their combat value totalled. The highest total wins the game which ends immediately.

  • The Fool: If held in the same hand as the World both can be played at any time, immediately winning the game.

  • The World: If held in the same hand as the Fool both can be played at any time, immediately winning the game.


Last modified Friday, 24-Nov-2000 09:41:12 CST© Copyright 2000-2001 Tim Doty
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