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The game has three major sections that must be addressed: The castle and keep, the resources, and the cards themselves.

Castles: The castles are your major wall of defense. If you are attacked with a card that damages, (i.e. 6 enemy damage) your castle will absorb it. If it is destroyed, the damage will affect your keep.

Keeps: This is your primary concern of protection. If it is destroyed, you lose the game. You can also win if you build it up high enough to reach the victory conditions for your level of difficulty.

Resources provide your kingdom with materials with which you can play your cards.

Gold: By taxing your . . . somewhat subjects of your kingdom, you gain money which you can use to compensate your local seer to cast spells which can both harm your opponent or help your kingdom in various ways. You can also offer gold to creatures of higher power in order for them to aid you.

Garrisons: These are your central troops in waiting. They can either be used to attack your enemy, to perform military services, or to be offered as snacks to the more powerful creatures who help you.

Rocks: Mined by your peasants, the rocks may be used to build your castle and keep, or to build military weapons which can attack the enemy. How many you obtain per turn is based upon how many mines you have within your kingdom.

Water: You start with a full well of water, which is depleted one day's worth per turn. While it is easier to defend than the keep, it is just as important because if you run out of water, you and your people dehydrate and the game ends. You can, however, be lucky to find a card that grants you a few days worth of free water.

Sp: Spell points, obviously, are the key ingredient for any magic spells you can have your seer cast for you. Like your other resources, they gradually build up each day.

Finally, your cards all deplete a resource, and are split into four categories: Cards of Fire, Cards of Earth, Cards of Water, and Cards of Air. The Cards of Fire cost you garrisons, the Cards of Earth costs you rocks, the Cards of Water cost you a portion of your water supply, and the Cards of Air cost you gold. The costs are in a circle on the upper right and the lower left corners of the cards.

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Last Updated Monday, July 10, 2000 - 17:28 EST