Zarcana Rules
Zarcana Rules
Zarcana Rules
Place a small minion on any card territory. (Only if you have no Wands 3
minions in play.) Move
A minion uses the power of a card you play from your hand. Move this minion into the target space, and orient it standing.
A minion uses the power of the card it occupies.
Reorient any or all of your minions. Swords
Draw up to three cards.
Attack Minion or Destroy Territory
Discard your entire hand.
Pass. This minion attacks any minion in the target space. (A minion
Declare the final round of the game. (Only if the deck has been may not attack itself, but it may attack other minions of the same
used up and reshuffled.) color.) If this minion is smaller than the target, the target is
reduced one size. If this minion is the same size or larger, the
Icon Definitions target is destroyed. If there are no minions in the target space, the
top card in the space is removed and discarded.
This card can only be used by a minion which is horizontal.
Discs
This card can only be used by a minion which is vertical. Build Territory
This minion builds new territory in the target space. Draw a card
This card can be used by minions of any orientation. from the deck and place it on the target space. If any other player
has minions in the target space, you may not use this card.
This card may only be used by a minion on a card territory, not However, if the target space contains only your minions, they are
in the wasteland. unaffected and the new card goes underneath them.
This card may be used by a minion in the wasteland or on a
card territory. All Royalty
3 The population limit of three minions per space must be
11 - face cards Play as Any Suit
obeyed while using this card.
The population limit may be ignored while using this card. If this card is played from your hand, it may be played as if it had
3 any of the four suit powers. On the board, this card has only its
6 The hand limit of six cards must be obeyed while using this own suit power, as described above.
card.
6 The hand limit may be ignored while using this card.
Fool
This card does not need to be used by any particular minion. It 0 - O Play Two Random Cards
may be played by any minion, or played straight from your Draw a card from the deck and play it as if playing from your
hand if you have no minions on the board. hand. You must perform the action if any of your minions can
The requirements of this card vary; they are the requirements legally play it at all. Then discard the card. Then repeat the
of whichever power is being copied. process a second time: draw, play if possible, and discard. (Court
cards may not be played wild; they must use the power of their
Notes suit.)
Scoring (at the end of the game): For each card that is Magician
occupied by your minions and no one else’s, you score that
1 - I Play as Any Suit
card’s value.
This card is used as if it had any of the four suit powers.
The trumps are shown here in a commonly-used order. 6
However, some Tarot decks use a different trump order. When High Priestess
scoring, always use the values shown on the cards you are 2 - II Draw Two Cards and Go Again
playing with. Draw up to two cards, and then take another turn (any of the eight
turn options.) You may not re-use the same card you used to
invoke this power.
Empress 3
3 - III Grow or Clone Ignoring Pop Limit
This minion may either grow or clone, just as in the power of
Cups. You may ignore the population limit.
Emperor 6 Temperance
4 - IV Attack and Demand Cards 14 - XIV Build Territory Under Enemies
This minion attacks, just as in the power of Swords. However, if This minion builds new territory, just as in the power of Discs.
you attack an enemy minion, you may also (at your option) However, this card may be used from the wasteland, and it may be
demand up to three cards from the enemy player’s hand. The other used even if the target space contains enemy minions. All minions
player chooses which cards to give you. in the target space are unaffected, and the new card goes
underneath them.
Hierophant
5 - V Attack and Convert Minion Devil
This minion attacks, just as in the power of Swords. However, 15 - XV Reorient Nearby Minions
instead of being destroyed or reduced, the target minion is You may reorient any or all minions in this space and the four
replaced by a minion from your stash. The replacement minion adjacent spaces, regardless of whose minions they are.
must be of the same size as the target or smaller, and it is oriented
standing. This card may not be used to destroy territory. Tower
16 - XVI Destroy Under Minions
Lovers This minion attacks, just as in the power of Swords. However,
6 - VI Create Minion in Wasteland instead of attacking a minion, you may choose to destroy the top
Place one minion of any size from your stash in any empty card in the target space, even if there are minions in the space.
wasteland space. You must choose a wasteland space which is
adjacent to at least one card. Star 6
17 - XVII Draw Four Cards
Chariot 3 Draw four cards, ignoring the hand limit.
7 - VII Move Twice
This minion moves, just as in the power of Wands, either once or Moon
twice. The moves may be in any directions, regardless of the 18 - XVIII Transport Territory
minion’s starting orientation. Pick up the top card in this space, and all minions in this space,
and place them on top of any empty wasteland space or empty
Strength 3 territory card. (If you choose a wasteland space, it must be
8 - VIII Grow Or Clone Twice adjacent to at least one card.) All transported minions are
This minion grows or clones, just as in the power of Cups, either reoriented standing.
once or twice. (You need not choose the same option both times.)
Sun
Hermit 3 19 - XIX Build Territory From Hand
9 - IX Move Ignoring Pop Limit This minion builds new territory, just as in the power of Discs.
This minion moves, just as in the power of Wands. The move may However, you choose the new territory card from your hand,
be in any direction, regardless of the minion’s starting orientation, instead of drawing it from the deck. If this card is played from
and you may ignore the population limit. your hand, you may not choose it as the new territory card.
Death Gateway 3
13 - XIII Attack Twice 0 - title card Teleport
This minion attacks, just as in the power of Swords, either once or This minion moves to any other territory on the board which is of
twice. the same suit as this territory. Reorient this minion standing. (For
the purposes of this card, trumps count as a fifth "suit".)