Epic Spell Wars of the Battle Wizards: Annihilageddon – Gang Bangers Expansion
Epic Spell Wars of the Battle Wizards: Annihilageddon – Gang Bangers Expansion Rulebook
Table of Contents
Table of Contents
Expansion Notice
This is not a standalone game! You cannot play Epic Spell Wars of the Battle Wizards: Annihilageddon – Gang Bangers on its own. You must mix this expansion with the base game Annihilageddon or with any other stand-alone Annihilageddon set. Note that if you use a base game other than Annihilageddon, some rule interactions may be unclear.
We strongly recommend that you become familiar with the base Annihilageddon game before mixing in the Brotherhood of the End, because this expansion adds considerable complexity. You will need to spend a couple dozen games as a dead wizard first. This is a rite of passage.
Unless stated otherwise, setup and the course of play do not differ from the base Annihilageddon game. You do not need these rules unless you want to know what has changed and what new things have been added.
The base game rules are NOT described here!
Components
- 123 game cards:
- 5 Tearing Glyph cards
- 6 Mayhem cards for the main deck
- 5 Familiar cards
- 45 Gangster cards
- 25 Heartfelt Contract cards
- 7 Gang Rule cards
- 30 Legend-Treasure cards
- 2 Wizard boards (compatible with previous Epic Spell Wars games)
- 30 Dead Wizard tokens
- 1 Trophy (main prize)
- 5 Gangster Den boards
- 1 Treasure Chest board
- 2 six-sided dice
- Rulebook
About the Expansion
All the core rules of Annihilageddon also apply in the Brotherhood of the End. You still have to spend Power, draw new cards into your deck, and try not only to bash your enemies' heads in, but also to avoid dying yourself.
The main feature of the expansion is that every wizard now has their own gang! Each gang has unique rules for summoning its Gangsters, and these thugs can attack any enemy turn after turn.
In addition, instead of a stack of Legend-Bosses that deal damage left and right, there will be a practically endless stack of powerful Legend-Treasure cards. These not only grant extra Victory Points, but also let you hurl all sorts of nastiness at your enemies. The expansion also includes Dead Wizard tokens with secrets, which will freshen up the experience of dying for you and your buddies! And do not count on reaching the bottom of the Legend-Treasure stack: most of your games will end sooner, because the Dead Wizard tokens will run out first!
Setup
Set up the game using the normal Annihilageddon rules, but with the following changes:
- Sort all the expansion cards into these separate piles: Tearing Glyphs, Heartfelt Contracts, Mayhem cards, Crazy Lice (3 cards), the 2 new Familiars for the new wizards (the Big Black Snake and Ivan Hurricane), Legend-Treasures, and the separate gang stacks (each Gangster card shows its gang's name in the upper left corner of the front).
- Replace 5 ordinary Glyphs from the base Annihilageddon game with the Tearing Glyphs from this expansion. Each player starts the game with a deck of 1 Tearing Glyph, 5 Glyphs, 1 Wand card and 3 Fizzle cards.
- Shuffle 6 Mayhem cards from this expansion into the main deck of the base Annihilageddon game.
- Add the new Wizard boards to the base boards, and each player chooses 1 board, either at random or by preference, as they wish.
- Find the "Legendary Castle" in the Legend-Treasure stack and set it aside. Shuffle the other 29 cards face down and place them as a stack on the Treasure Chest board. Place the "Legendary Castle" face up on top of this stack.
- Instead of the Dead Wizard tokens from the base Annihilageddon game, take the Dead Wizard tokens from this expansion, shuffle them, and place them in stacks next to the Market. Friendly advice: take 20 random tokens, not all 30. For a somewhat quicker game, use 15; if you want to suffer together as a group for longer, take 25.
- Instead of the main prize of the base Annihilageddon game, take the main prize from the Brotherhood of the End. Assemble it and keep it ready.
- Place the gang stacks and the Gang Rule cards next to the Market. In the first round, each player gets a chance to choose a gang (see page 6 of the rulebook).
Leave the following components next to the Market and do not touch them for now:
- The Wizard ability tokens from the base Annihilageddon game. Do not use them in this expansion.
- The Legend cards from the base Annihilageddon game. The Legend-Treasure stack replaces them.
- The Familiar cards from the base Annihilageddon game and the additional Familiar cards from this expansion. If you did not choose the Mars Skater Rats as your gang, you do not receive a Familiar at the start of the game. You can still get a Familiar during play through card effects, so keep your eyes open for the moment!
Choosing a Gang
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Sit down at the table in random order and choose the first player. Let it be the most brutal, sexy, and magical dude. If you're not sure who the biggest and best is, and you're too sober to start a brawl, you can always roll a die; whoever rolls highest is the first player. The first player goes first and passes the turn clockwise.
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The first wizard chooses their gang first (whichever they like). After choosing, they place the matching Gang Rule card in front of them and place all the Gangster cards of that gang on their Den board. Now your Gangsters are in the Den.
A note for the record: the Gang Rule card must be right in front of you. It affects every one of your turns, including the unique way of summoning Gangsters.
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If you chose the Mars Skater Rats, take the 3 Crazy Lice cards and place them beside you. These are your Familiars, which you can buy and use under the base Annihilageddon rules. If no one chose the Mars Skater Rats, return these 3 cards to the box. Unlike other Familiars, the Crazy Lice can belong only to this gang, and to NO ONE ELSE.
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If you chose Satan's Pancakes, take the stack of Heartfelt Contracts and place it beside you. If no one chose Satan's Pancakes, return all these cards to the box. No player can use them.
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If you chose the Standing Dead, immediately summon the Gangster Marley's Coffin: take his card from your Den board and place it face up in front of you.
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The right to choose a gang passes clockwise. Every wizard chooses any gang that is still unclaimed.
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A gang that nobody chose goes back to the box, where it belongs.
About the Gangs
All the gangs in the Brotherhood of the End have their own strengths and weaknesses, and each requires a different style of play. A gang consists of a Gang Rule card and a number of Gangster cards (a completely new card type). The Gangster cards show the play rules for those particular Gangsters, and the Gang Rule card shows the general summoning rules. If you have questions about the effects of Gangster cards, or need explanations of how to play with your chosen gang, see "Clarifications on Gangs" on page 10.
A note for the record: some gangs are harder to play than others, and all of them affect the length of the game in one way or another. If many of your buddies are bothered by these aspects, here is a table of all the gangs so you can see which one is the biggest loser.
| Gang | Length (clocks) | Complexity (brains) |
|---|---|---|
| Standing Dead | 1 | 2 |
| Royal Beaver | 2 | 1 |
| Mars Skater Rats | 3 | 2 |
| Golder's Tale | 3 | 2 |
| Chthonic Tots | 3 | 2 |
| Quite the Fruits | 3 | 2 |
| Satan's Pancakes | 4 | 3 |
More clocks = a longer game. More brains = a harder game to play.
Turn Structure with the Expansion
In general, do everything you would do in the base Annihilageddon game: play cards from your hand, gain Power, buy cards, dish out beatings, and then end your turn. But besides all that beauty, when playing with the expansion you can do two more things on your turn, in any order (though you already play your cards in any order you like):
- Summon a Gangster from your Den, following the rules on the card of your particular gang. Take the Gangster's card from your Den and place it in front of you, separately from the other cards you have in play. Some gangs may summon more than one Gangster per turn; this will be stated in the gang's rules, so DON'T FORGET TO READ THEM, DUMBASS!
- Attack with your summoned Gangsters. Gangsters can attack once per turn, sometimes even on the same turn you summoned them. Each Gangster attacks exactly 1 target, unless stated otherwise.
A note for the record: all your Gangsters stay in your Den until you summon them. They also return there after you die or after you sacrifice them through a game effect. The Den board has only one function, which is to let your Gangsters hang out there, so don't put a mug on it. Also, your Gang Rule card is not a card in play and not a card under your control. Like your Gangsters, it effectively lives a life of its own, separate from your other cards.
Example: Zhenyok plays the Mars Skater Rats. Earlier in the game he summoned "Bart Krysson", and before playing any other cards he decides to order that Gangster to attack Katya. Zhenyok discards the top card of her deck, "Billy Adish", which costs 3, and Katya takes 3 damage. Now "Bart" cannot attack again this turn!
Then Zhenyok decides to play 2 Glyphs, gaining +2 Power, and then buys the "Snot-Nosed Knight" (a creature) from the Market.
Then he plays the "Woolly Brigade" (a spell) to take the "Snot-Nosed Knight" into his hand and play it. Because Zhenyok has fulfilled the summoning requirement of his gang's rules by playing a creature card, he can summon 1 Gangster from his Den at any moment in the turn.
He plays a pair of Fizzles, thereby revealing the rest of his hand for no reason, and summons "Bubsen". Then he orders his new Gangster to attack poor Katya.
He has no cards left, and his summoned Gangsters have each attacked once, so his turn is over. As you can see, Zhenyok did everything in the order he wanted.
Summoning Gangsters
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When an effect tells you to summon a Gangster, it means you may look at the Gangster cards in your Den, choose 1 of them (following the summoning rules on your Gang Rule card), and summon it. Place its card face up in front of you alongside the others.
A note for the record: every gang has its own special summoning rules, which you must follow. Sometimes you must summon a random Gangster, and sometimes you must follow a strict summoning order printed on the Gang Rule card.
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Gangster cards (and Gang Rule cards, of course) are NOT considered cards under your control, cards you have played (Gangsters are summoned, not played, got it?), or ongoing cards. So it is best to place them where they won't get mixed up with the other cards you are playing.
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Unless the Gang Rule card says otherwise, you may summon only one Gangster per turn. But some gangs let you summon several Gangsters at once. This isn't a gang beating, it's brotherly help, so read the rules carefully.
Attacking with Gangsters
- Most Gangsters can attack. That is exactly what lets the Brotherhood of the End add more bloodshed to an already brutal Crutagidon brawl. Unless stated otherwise, such an attack targets 1 enemy of your choice. A Gangster's effect triggers once per turn (or not at all, if you don't want it to), including the turn it was summoned.
- For the most part, a Gangster's attack is no different from playing an attack card: you choose the target that gets a beating, and the target may try to avoid the attack with Defense cards if it has any. If it doesn't, the target gets it right on the head. A Gangster's attack counts as coming from you, so if someone dies from it, it counts as you killing that wizard (and you even get the Trophy!). If your Gangster's attack is redirected back at you, you take it. Gangsters themselves are never the target of attacks.
- Gangsters without attacks (and such clowns do exist) usually have a constant effect similar to Ongoing cards, but they are not Ongoing cards under your control!
- As said before, attacking with a Gangster is an action you can take at any moment of your turn, before or after you play other cards and/or attack your foes with other Gangsters.
- If you sacrificed a Gangster, or somehow died on your own turn, it immediately returns to your Den and forgets everything that "happened". For example, you can play "Voodoo Doll", attack with it, sacrifice it to "Queen Kostentsia", and then play it again as a brand-new "Voodoo Doll"... which means it can once again squash your enemies like bugs!
- If you have many Gangsters in play, you need to keep track of which ones have attacked and which have not. We recommend turning a card by the permitted number of degrees after it attacks (Comrade Major, everything here is by the book, so don't look at me like that). By the way, the most convenient turning angle has already been privatized by an evil gaming conglomerate, and if we recommended it... oh, the lawsuits we would have to fight!!!
Returning to the Den
As soon as you die, each Gangster you have summoned immediately returns to your Den. Then you take a Dead Wizard token and carry out all the other necessary actions as usual.
- A Gangster cannot be destroyed (unless one specific Dead Wizard token says otherwise).
- Gangsters never go to your hand, your deck, or your discard pile. They are always either in front of you or in your Den.
- After being summoned, Gangsters stay in front of you until you are killed. Keep an eye on whoever is gradually assembling a real army, and give them a good beating so they don't get too big for their boots.
The Legend Stack
Acquiring Legends in the Brotherhood of the End works somewhat differently than in the base game. The Legend-Treasure stack consists of 30 cards. The "Legendary Castle" costs 6 Power and gives 3 Victory Points, while any other Legend-Treasure costs 8 Power and usually gives 4 Victory Points.
As in the base game, the top card of the Legend stack is revealed between turns, and you cannot buy the top card if it is NOT revealed. So normally you can buy only 1 Legend per turn. However, if you must receive a Legend card without buying it (for example, from a card effect or a Dead Wizard token), take it from the bottom of the Legend stack. That means Legends can be obtained without purchase even when the top card of the stack lies face down.
If you receive a Legend in this way, look at it, then place it on the bottom of your deck. This means the Legend reaches your hand sooner than it otherwise would, but beware of "Wild Magic"!
A note for the record: the effects of some Legends apply immediately as soon as you receive them! Read the freshly grabbed Legend carefully, and if necessary, do something about it right away.
The New Main Prize
The main prize is similar to the one in the base game, with a single exception: it gives its owner a somewhat different bonus. For the wizard who controls the main prize, Legends cost 1 Power less.
Tokens with Secrets
Another innovation of the Brotherhood of the End is that among the Dead Wizard tokens are tokens with secrets, which have a green back.
These secrets MUST NOT be revealed until the end of the game! You may lie, or say outright what is on your secret token, but you may not confirm that information by showing the token to the other wizards (unless the token is turned face up by a special effect).
Because of these new Dead Wizard tokens it is very important that wizards take Dead Wizard tokens very carefully. Many ordinary tokens have an instant effect, and those must be shown to everyone at once. But if you get a token with a secret, first read what it gives, and then hide it. Don't jump for joy, or everyone will guess!
Exceptions: several such tokens have abilities that let the wizard reveal them in order for the effect to work. You voluntarily choose whether or not to reveal the token in order to apply the secret's effect (after revealing, these tokens stay revealed). You cannot apply the effect of a token with a secret without revealing it, nor when an effect forces you to turn the token over. If a token has already been revealed by some effect, you cannot choose to "reveal" it again.
At the end of the game, before victory points are counted, all wizards must reveal, read aloud, and apply the effects of their secret tokens. The effects of your Dead Wizard tokens that activate at the end of the game may be applied in any order, which sometimes matters.
Otherwise, Dead Wizard tokens with secrets are no different from ordinary ones. They are still Dead Wizard tokens that subtract −3 VP, and so on.
Alternative End of the Game
Although it is unlikely, technically the game can end when the Legend stack or the main deck runs out. But it is much more likely that the game will end because there are not enough Dead Wizard tokens.
Clarifications
The Brotherhood of the End has many new situations, so if you are unsure about something, read this clarifications section and don't rack your brains, OK?
General Clarifications
- Attacks with a 2-dice roll: the attacked enemy must always decide whether to defend or not before you roll the dice. Once the dice are rolled, it is too late to avoid the attack! If the attacked wizard decides to avoid the attack, you do not roll the dice at all.
- Literal reading: if you are not sure how a card or token works, try to understand its text as literally as possible. Words such as "must" and "may", and phrases such as "on your turn" or "each turn", are used with a very specific purpose and show the required way of playing the card as clearly as possible, including unusual circumstances.
- Rolling 2 dice: players should agree on the basic rules for rolling dice. We recommend not counting a roll if the dice fell off the table or landed on an edge, and making that wizard re-roll both dice.
- Punishment for mistakes: a wizard may make a mistake, break a game rule, and gain an unfair advantage. For example, a player might reveal one of his secret tokens and apply its effect when the rules do not allow it. Your group can, of course, forgive the idiot or thoroughly spank him. We suggest the following penalties, from losing 1 life (a light slap on the butt and let go) up to receiving 1 Dead Wizard token (and that one really hurts).
Clarifications on Gangs
Satan's Pancakes
- Gang rule (1): you may look at your Gangsters at any time, but you will summon a random one. So keep them face down in your Den, and shuffle them after each look.
- (2): you may summon a Gangster whether you receive a card costing 5 or more on your own turn or on another wizard's turn.
- (3): during setup, don't forget to take the Heartfelt Contract stack and place it beside your Den board.
- Heartfelt Contract (1): this card has no type.
- (2): this card does not return to your Heartfelt Contract stack when destroyed, so in theory they may run out.
- (3): a Contract may also be played by a wizard playing Satan's Pancakes. Yes, in that case you can finish yourself off, but you can also take 2 cards if you roll 6–8 on the dice.
- Transcriber's note: the card text recovered from the PDF's text layer reads "6–8: take 1 card. The wizard playing Satan's Pancakes also takes 1 card. 9–11: take 2 cards." This clarification says 6–8 gives 2 cards. It is transcribed here as printed; check the physical card if in doubt.
- (4): this card costs 0 Power.
- Heartfelt Contract card text (card scan, as recovered from the PDF text layer): "In your turn you must play this card before taking any other action. Roll 2 dice. 2–5: the wizard playing Satan's Pancakes kills you. Destroy this card. 6–8: take 1 card. The wizard playing Satan's Pancakes also takes 1 card. 9–11: take 2 cards. 12: gain 1 Legend and gain 666 life."
- Charon Letov: applying this effect is not considered dealing damage. For example, the effects of Smupsen or the Crutagidon Arena will not affect this Gangster.
- Emamona: reducing life to a particular value is not considered dealing damage or gaining life.
Quite the Fruits
- Gang rule: each Gangster of this gang shows its rank (icon). There are five ranks, matching the five Gangsters in the gang. Whenever you summon a Gangster, remember that you may choose only the lowest-ranked of those left in your Den!
- Vinogrudinki: this ability still works even if you receive a Wild Magic card on another wizard's turn.
- Banana Jester / Cherryshki: the attacked enemy must always decide whether to defend or not before you reveal the top card of your deck. If he defends, you do NOT reveal the card!
- Senor Peeper: each time the top card of any enemy's deck changes, that enemy must reveal a new top card. Although normally nothing intermediate can happen while another effect is being resolved, Senor Peeper always forces top cards to be revealed. So if you play a Wild Magic card that lies on top of another wizard's deck while you have Senor Peeper, that wizard's next top card must be revealed immediately (even before you decide how to use the Wild Magic).
Royal Beaver
- Queen Clitoria (1): even if you killed several enemies at the same time, you cannot use this ability if you do not have the main prize under your control at that moment.
- (2): Queen Clitoria's ability may technically be activated several times per turn, if you can manage to make that happen.
- Mohnakl: his ability works even on another wizard's turn.
Mars Skater Rats
- Gang rule: playing a card that is both a Defense card and a creature allows you to summon only 1 Gangster.
- Bubsen (1): effects that increase the damage dealt by Bubsen also affect how much life it gains (for example, the Smupsen effect).
- (2): even if the chosen wizard has fewer life than the damage you must deal, that wizard is considered to have taken full damage. For example, if your Bubsen deals 2 damage to a wizard who has 1 life left, that wizard's life drops to 0, and you still gain 2 life.
- Smupsen: since you may apply several ongoing effects in any order you like, think about the best moment to apply Smupsen's effect. For example, if you have "Shortage of Odnomud Vum" under your control, whose text reads "If you deal exactly 1 damage, deal 5 damage instead", and you also have Smupsen, you have two options. Either apply Smupsen's effect to the attack right away, raising the damage to 2, OR first apply the effect of "Shortage of Odnomud Vum", changing the damage from 1 to 5, and then apply Smupsen's effect, raising the damage from 5 to 10.
- Tony Tail: all damage is dealt at once. For example, if a wizard has 4 life and Tony attacks, flipping 3 cards each worth 5, that wizard takes 15 damage at once and dies. The remaining 11 damage cannot be assigned to the wizard who has been brought back.
Chthonic Tots
- Gang rule (1): Mayhem L may lead to playing 2 other Mayhem cards. This may lead to summoning as many as three "Mishka-Kultishka"!
- (2): an effect of a card or token that says simply to summon 1 Gangster lets you look at all the Gangsters in your Den and summon any one of them!
- Alyonka Azatotenko / Katya Ktulhova: "immediately activates again" means that you immediately attack with this Gangster again, choosing another target or other targets if you wish.
- Mishka-Kultishka: when you sacrifice a Gangster, it simply returns to your Den.
- Hariton Hasturyan: the effect of a doubles roll lets you choose and summon ANY Gangster in your Den (you do not have to summon a random one).
Golder's Tale
- Gang rule: Wild Magic and "zatravki" (the Russian term for these starter-type cards, kept as printed) have no type, so even if they are under your control, they do not count for summoning a Gangster.
- MC Podgorny: you pay 1 less for Legends, even if the enemy defends against this attack.
Standing Dead
- Marley's Coffin: receiving a Dead Wizard token does not mean that you have died. So as a result of this effect your life is not restored to 20, and a token saying "If you were killed by a wizard this turn" does not apply, because no one killed you.
- Queen Kostentsia: the Gangster you sacrifice returns to your Den.
- Voodoo Doll: gaining life above the maximum value still counts as having happened. For example, if you have 25 life and must gain 10 life, then although you actually gain nothing, the Voodoo Doll still deals 10 damage.
Clarifications on Dead Wizard Tokens
- General (1): if you have several Dead Wizard tokens with the condition "At the end of the game", you may apply their effects in any order.
- (2): effects (such as Mayhem R) that turn Dead Wizard tokens face down to keep them anonymous also turn face down any Dead Wizard tokens with secrets. Thus the token becomes secret again and can be revealed again.
- (3): sometimes you may be told to apply the effect of a Dead Wizard token. This refers only to revealed Dead Wizard tokens, and the effect does not work on Dead Wizard tokens lying face down.
- (4): Dead Wizard tokens with secrets in the supply always lie face down and are shuffled into the common supply.
- Tokens 5, 6, 11: if you finish yourself off, you get the bonuses of these tokens.
- Token 7: turning this Dead Wizard token face up changes nothing about it. However, if the token says "Reveal on your turn", you can no longer apply its effect, because the token has already been revealed, and not by your own choice.
- Tokens 10, 20: the "At the end of the game" effect of a Dead Wizard token triggers at the end of the game and does not depend on whether the token is revealed or not.
- Token 12: if the chosen enemy does not want to destroy the token, you may not change your choice of enemy. Remember that a wizard may fool you by saying he will destroy the token, then fail to keep his promise after you have chosen him, and... voilà, you're the sucker.
- Token 13: any Familiars from other Epic Spell Wars games are suitable, but the wizards should (ideally) agree before the start of the game on which of that collection they will use in the match.
Clarifications on Legends
General
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Reducing the number of Legend cards: players may want to remove some Legend cards from the stack. For example, if you are playing not the base Annihilageddon but the "Extremely Sharp Chipsychosis" set, you may want to remove "Dismemberer Wand", "Shortage of Odnomud Vum", and "Black Cat, Voice of the Cat Rock". If you play with two players, you may remove Legends that are much stronger in a two-player game (for example, "Booth of the Grim Reaper"). Finally, you may simply not like some cards!
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Legend-Treasure cards: these cards count as cards costing 8, even while they lie face down in the Legend stack, since each of them (except the "Legendary Castle") costs 8.
For example, if you play a card like "Divine Bells", which may let you get a card costing less than 9 Power (if you rolled a 9), you can get one of these cards even if it lies face down and you cannot see that it costs 8 Power. However, other characteristics of these cards can only be taken into account once you receive the card, or at least look at it when receiving it, because they are not the same on every card. For example, if you play a card whose effect says Attack cards cost 2 less this turn, you cannot apply that effect to a face-down Legend-Treasure, even if you used some card (the "Legendary Castle", for example) to see that the next card in the stack has the Attack trait. However, the Gangster "Mohnakl" lets you put that card on top of your deck when you receive it, because at that moment you have already received the card and know that it really has the Attack trait.
Specific Cards
- Divine Bells: even if you control the Crutagidon main prize or "the Rotten" from "Golder's Tale", the cost of a Legend does not go down. "Bells" give you the chance to get a Legend, not buy it, so discount effects do not work here.
- Two Guns: because death takes effect instantly once someone's life drops to 0, and requires certain actions, you must first finish applying the death effects triggered by the first attack, and deal with all the consequences of death, before carrying out the second attack. Since after death the wizard must receive a Dead Wizard token and set life to 20, all of this happens before you finish applying the effects of "Two Guns".
- Double Sword of Doubles (1) / Monkey Nunchucks: if it turns out that you are making an attack without playing a card, and you roll doubles, then in the end you actually do play this card. For example, "Mayhem O" from the base Annihilageddon game, or redirecting an attack with a Familiar, can create such a situation. Note that in addition to repeating the attack, you will draw a card each time you play this card!
- Double Sword of Doubles (2): apply the card's effect in full before you play it again. If the values on both attacks are identical, you must play the card twice more. There is no limit on the number of such plays. Because this is part of playing the card itself, the repeat plays are applied before other effects (such as the effect of "Mushroom Swamp"). But if someone dies, you immediately apply the corresponding effects and deal with all the consequences of death.
- Mind Control for Dummies (1): you do not gain control of the Gangster you choose; you simply attack with its help. This attack counts as yours, so if the enemy dies from it, it is considered that you killed him. But if you choose a Gangster without the "attack" trait (for example, "Queen Clitoria"), nothing happens.
- (2): if you choose a Gangster with the bonus "this Gangster immediately activates again", such as Katyusha Ktulhova, you may repeat the attack if you meet the conditions printed on the card.
Additional Clarifications for the Base Annihilageddon Game
Some elements of the base Annihilageddon game work somewhat differently when played with the Brotherhood of the End, which can cause confusion. The following additional clarifications apply:
- Mayhem W: none of the Legends in the Brotherhood of the End has a group attack, so this Mayhem does nothing.
- Fatalizer: if you give a dead wizard a Dead Wizard token with a secret, that wizard places it face down, even if you know what the token is.
- Necromantics: a Dead Wizard token with a secret can be chosen as the target of "Necromantics" (whether or not it lies face up), but such a token always ignores the instruction to "apply its ability".