Magewinds Free Rules for Magical Duels

Core Rules · v1.1.2

Fighting a Battle

14.0 - End Phase

Remove action counters from the battlefield.

Depending on the Scenario being played, the battle may now end.

Otherwise, play through the Windburn step (see below) and then begin a new round.

14.1 - Windburn #

Starting with the player who finished activating their fighters first in the preceding Action Phase, the players take it in turns to discard or keep any magic cards that may remain in their hands.

On your turn, go through your remaining cards in any order and choose which ones to keep and which to discard.

Each time you keep a card, you must deal an amount of damage equal to the value of the card to fighters in your warband, distributed however you see fit. Number cards have a value of 1, face cards (Jacks, Queens and Kings) have a value of 2, and Aces have a value of 3. In other words, cards are worth the same as they are when casting spells.

For example, I choose to keep the King of Hearts in my hand, so I could deal one point of damage to my Cleric and one point of damage to my Warrior. Alternatively, I could deal both points of damage only to my Cleric.