Legions of Kadmon
Legions of Kadmon Rulebook
Table of Contents
Table of Contents
Game Overview
You can channel the Death Esa to command the Dead. Every unit you destroy in this game will succumb to your power and join you in the struggle to usurp Kadmon. Access the Dead's power by Summoning them as your Vassal or Cast them as a Spell.
In your journey, you will encounter powerful Sovereigns who command the Legion in Kadmon's stead. They carry Kadmon's Ichor. Collect the Ichor by dealing damage, slay the Sovereign, and they'll become a part of your arsenal. Kadmon awaits as the final Sovereign. Only when he is slain will the game end. Only 1 Death Summoner will replace him on his throne. The player who collects the most Kadmon's Ichor wins!
Components
- 1 Kadmon Card
- 1 Kadmon's Sigil
- 80 Kadmon's Ichor
- 1 Tomb Board
- 1 Centrepiece Board
- 7 Sovereign Cards
- 4 Sets of Starter Cards
- 43 Basic Unit Cards
- 4 Player Aids
- 4 Player Mats
- 28 Action Tokens (8x Summon, Cast & Invoke; 4 Wild)
- 4 Sovereign Markers (2x Michael & Ianira)
- 45 Status Counters (15x Damage, Power & Shield)
Set Up
Deal Player Assets
Give each player a Summon, Cast and Invoke Action Tokens. Place them each on a slot on the Player Mat with their 'Charged State' (Coloured) facing up.
Give each player a set of Starting Hand Cards (silver-framed). A Set of Starting Hand Cards consists of: Dead Crawler, Living Bones, Wandering Ghost, and Bellowing Accursed.
Assemble the Centrepiece
Set the Centrepiece in the middle of the table. It consists of three regions: The Grave, The Wilds and The Crown.
- Shuffle & set the remaining Basic Unit Cards on the Wilds face down. Check that all of the cards inside have a golden frame.
- Set any undealt Starting Hand Cards on the Grave face down. This will be your starting Grave (0 for a 4 player game, 4 for a 3 player game).
- Set 5 total Sovereign cards in the Crown: Kadmon, Fragment of the Great Evil & 3 other Sovereigns of your choice. Put this pile face-down on the Crown. Kadmon must be at the bottom of the pile while the other Sovereign cards are shuffled and put on top of Kadmon.
Counters, Tokens & Ichors
- Set the Tomb by the Centrepiece. This is the Grave for Sovereigns and will come into play later in the game.
- Set the Counters in reach. These counters are used to track units' statuses.
- Damage Counters.
- Shield Counters: Prevents the next 1 damage.
- Power Counters: +1 Power to a Unit.
- Set all of Kadmon's Ichor in reach. This is known as the Ichor Pool.
- Set the extra Action Tokens and Sovereign Markers in reach. May be used as the game progresses.
Assign the Sigil
Player closest to Death will begin the game with Kadmon's Sigil. Play will proceed in a clockwise direction. Closest to Death can mean many things. Usually it goes like this:
- You're sick
- You're old
- Or... you can simply convince the other players why you're close to Death
Player with Kadmon's Sigil is considered the 'leading player' and holds action priority throughout the Cycle.
Player with the Sigil gets to perform first, but they will also be the first to be ambushed and targeted by any Legion Effects.
Next in the priority line will be the player to the left (Clockwise Direction).
Capture the Crown!
The game will start at the Ambush Phase! Follow the direction of the Magna Cycle (p. 10) and command your own army of the Dead!
IMPORTANT: The first Cycle skips the Dawn Phase! The first Ruling Sovereign appears on the First Dawn. Meaning, there will be no Ruling Sovereign on the First Cycle (p. 10).
Zones
Player's Zones
Ensure that you have enough space around the Player Mat to place your Vassals and units in your Legion. You can turn the Player Mat to choose a preferred side to place your cards.
- Collected Ichor: Whenever you gain Ichor, put it on this area to indicate that this Ichor belongs to you.
- Action Tokens: These are slots to hold your Action Tokens. If you ever gain more Action Tokens during the course of the game, place them in the designated empty slots.
- Your Legion: Units (Cards) will ambush you from the Wilds and be placed in this zone. Units in this zone serve as an opposition against your Vassals. This may be referred to as a 'Player's Legion Zone'.
- Your Vassal: Units (Cards) you summoned will be placed in this zone. This may be referred to as a 'Player's Vassal Zone'.
The Legion & Vassals
The Legion is a collection of all Player's Legion Zone and the Crown. Some spells target specifically units in 'the Legion'. These spells target units in any Player's Legion Zone or the Crown.
Vassals refer to units owned by players i.e. units in any Player's Vassal Zone. Some spells target specifically 'Vassal'. These spells can target any unit owned by any player.
The Cards
Cards are a representation of your power as a Death Summoner. Each card represents both a Unit and a Spell.
Any face-up cards on the table is considered a unit. When the card is a unit, only pay attention to its Power, Life and Unit Type.
- Units enters a Legion Zone through an Ambush (p. 15)
- Units enters a Vassal Zone when Summoned by a player (p. 16)
A card becomes a spell when it is Cast by a player (p. 17). When the card is a spell, only pay attention to its Spell Effect.
Basic Cards
Basic Unit Cards represent a Basic Unit and a Basic Spell. Basic cards can have a golden frame or a silver frame. A silver frame indicates "Starting Hand Cards". The following is the anatomy of a Basic Card:
- Card Name
- Unit Type: It could fall under one of the four categories: Undead, Spirit, Horror, Samael.
- Power: The amount of Damage a unit can deal during Combat.
- Life: The amount of Damage a unit can take before it dies.
- Spell Effect: Execute when cast as a Spell. Send card to the Grave after resolved.
- Flavour Text
Sovereign Cards
Sovereign Cards represent a Sovereign and a Sovereign Spell. Unlike Basic Unit Cards, a Sovereign Card has two sets of effects, executed differently when it takes the form of a different entity: as part of the Legion (Ruling Sovereign) vs as your Vassal.
- Card Name
- Base Ichor: Put this amount of Ichor + number of players into the Chalice when it becomes a Ruling Sovereign (p. 17).
- Legion Effect: Unless indicated by icons, this indicates continuous abilities, persisting as long as the Sovereign is Ruling.
- Calamity icon: Explains a Sovereign's Calamity, activated when it first becomes a Ruling Sovereign (p. 17).
- Dawn icon: Explains a Sovereign's ability that triggers at the beginning of Dawn Phase.
- All-players icon: Something awarded to all players as long as it is a Ruling Sovereign.
- Unit Type: Sovereigns may possess more than one unit type. It could fall under these categories: Undead, Spirit, Horror.
- Power: The amount of Damage a unit can deal during Combat. Applicable when Sovereign is a Vassal.
- Life: The amount of Damage a unit can take before it dies. Applicable when Sovereign is a Vassal.
- Vassal Effect: Unless indicated by icons, this indicates continuous abilities, persisting as long as the Sovereign is a Vassal.
- Invoke icon: Explains a Sovereign's Invocation. Activating Invocations can only be done when a Sovereign is already a Vassal (already Summoned). (p. 13)
- Cast icon: Execute when cast as a Spell. Send card to the Tomb when resolved.
- Calamity icon: Cards may also have a Calamity as part of the Vassal Effect. Resolve this when the Sovereign is summoned as a Vassal.
Playing the Game
The Art of Death Summoning
In Legions of Kadmon, players obtain cards by destroying a unit.
- Anytime a player destroys a unit (any unit except their own Vassals), they put that card to their hand. This includes slaying units in the Legion, Ruling Sovereigns, and Vassals owned by other players.
- A unit will only go to the Grave when it is destroyed by the Legion.
- If a Sovereign is destroyed by the Legion, instead of going to the Grave, it is instead sent to the Tomb.
Phases
The Magna Cycle indicates the different phases of the game's round. This chapter on "Playing the Game" will follow the Magna Cycle closely. You can always come back to this page for an overview of the Magna Cycle.
- Phase 1: Dawn. Restore all Action Tokens. Resolve all Dawn effects. First Ruling Sovereign at First Dawn.
- Phase 2: Ambush. Put a Basic Unit from the Wilds to all Legion Zones.
- Phase 3: Action. Starting from Player with Kadmon's Sigil, perform Player Actions: Summon, Cast, Invoke.
- Phase 4: Combat. Starting from Player with Kadmon's Sigil, resolve Combat (Damage, Shield and Power counters).
- Phase 5: Midnight. Effect that lasts until Midnight dissolves. Player's Death. Passing of Kadmon's Sigil.
Dawn
At Dawn, players will first restore all of their Action Tokens.
To restore an Action Token, flip each Token back to its charged state. Any Action Tokens that were charged remained charged.
Then, resolve all Dawn effects. These effects appear in a Ruling Sovereign (p. 17).
The First Dawn
At the First Dawn of the game, the first Ruling Sovereign will be revealed. Flip the top card of the Crown. When the first Sovereign is revealed, execute only its Calamity (if any). Dawn effects are omitted.
Ambush
During an Ambush, all players, starting with the leading player, place a card from the Wilds to their respective Legion Zone. There's no limit to a Legion Zone. Units add on even when your Legion Zone is not empty.
Action
Actions are allowed only during the Action Phase. Following Kadmon's Sigil, players can consume a charge from the Action Tokens to perform three different kinds of Actions.
Summon
To perform a Summon, flip a charged Summon Token to its extinguished face.
Choose a card from your hand and put it in your Vassal Zone. When a card is in the Vassal Zone, it becomes a unit and may be referred to as a Vassal. A Vassal will deal and endure damage during Combat (p. 15).
An effect may allow players to perform a Summon. If this is the case, it does not cost a Summon Token. Example: Resurrect (p. 20).
Summoning Restrictions
- Each player has a maximum of 3 Vassals. No Summoning is allowed when a player has reached the Vassal limit (including those prompted by effects).
- Each player can only have 1 Sovereign Vassal.
Cast
To perform a Cast, flip a charged Cast Token to its extinguished face.
Choose a card from your hand to play as a Spell and put it on the Effect Stack. Players must announce that they are Casting and specify all required targets. Spells will resolve when the Effect Stack resolves (p. 14). All cards used this way are sent to the Grave. Upon a Spell's resolution, do what the Spell tells you to do as written in the card.
Similar to Summoning, an effect can prompt players to Cast a Spell. If an effect does this, Casting will not cost a Cast Token.
Some cards may have 2 different Spell Effects attached to it. In this case, you will have to choose one when casting it.
Invoke
To perform an Invoke, flip a charged Invoke Token to its extinguished face.
You can only Invoke when you have access to an Invocation. There are two main sources for Invocations:
- Sovereign Effects.
- Special Conditions that award players with temporary Invocations.
When Invoked, an instance of that Invocation is put on the Effect Stack. Players must announce that they are Invoking and specify all required targets. Invocation will resolve when the Effect Stack resolves (p. 14).
An imaginary Invocation object enters the Effect Stack for Invocations. Vassals that hold this Invocation remain as a unit and is not sent to the Grave.
Upon resolution, do what the Invocation tells you to do as written in the card.
You can also think of 'Invoke' as activating a unit's ability.
Passing Priority
A player may choose to pass their priority to the next player and forgo performing an Action. This will preserve the charge in their Action Token, allowing them to potentially perform an Action on another player's priority. This is known as Quickcasting (p. 14).
Examples
- You perform all Actions during your Action Priority. You no longer have a charged Action Token and cannot play any Quickcast Actions during another player's priority.
- You perform Summons and then passes priority. Since you still have a charged Cast / Invoke Tokens, you can perform Quickcast Spells or Invocations in response of another player's effects.
- You do nothing and passes your priority.
The Effect Stack & Quickcasting
Quickcasting only applies to Spells or Invocations. Summoning can only be performed on your Action Priority during the Action Phase. A Spell or Invocation may have a keyword 'Quickcast' attached to it. This keyword allows the Spell or Invocation to be played in response to another Spell or Invocation. When a Spell or Invocation is 'Quickcasted', it is put on the Effect Stack on top of the Spell or Invocation it is responding to.
PLAYING A QUICKCASTED SPELL OR INVOCATION WILL STILL COST A CHARGED CAST OR INVOKE TOKEN.
Resolving an Effect Stack
An Effect Stack resolves after all players have agreed to resolving the Effect Stack. When the Effect Stack is resolved, no players can Quickcast in response to an effect in an ongoing Effect Stack.
Quickcasting Example:
A player Cast 'Living Bones' as a Spell to deal 1 Damage to your Vassal and destroy it ('Rotting Hulk' in this case). As a response, you can Cast 'Wandering Ghost' as a Spell to give that Vassal 2 Shield. 'Living Bones' enter first in the Effect Stack, followed by 'Wandering Ghost'. When the Effect Stack resolves, the effect of 'Wandering Ghost' is executed first, followed by 'Living Bones'. Shield from 'Wandering Ghost' will deny Damage by 'Living Bones', preventing your Vassal's destruction. Once all players have agreed to resolve the stack, a player cannot Quickcast another Spell to deal an additional damage after the effect of 'Wandering Ghost' has taken place.
Action Phase Structure
- On Player 1's Action Priority: Player 1 Summons a Vassal. Player 1 Casts a Spell. Passes priority.
- On Player 2's Action Priority: Player 2 Summons a Vassal. Passes priority.
- On Player 3's Action Priority: Player 3 Summons a Vassal. Player 3 Casts a Spell. Responding to Player 3's Spell, Player 2 Casts a Spell, followed by Player 4 Casting a Spell. Passes priority.
- On Player 4's Action Priority: Player 4 Summons a Vassal. Passes priority.
- End of Action Phase.
In this example: Player 1 uses both his Summon and Cast during his priority. Depleting their ability to perform other actions in another player's priority.
Player 2 chooses to reserve the charge on their Cast Token during their priority. Then, player 2 performs a Cast during player 3's action priority.
Player 4 performs a Cast ahead of their action priority. Therefore, during player 4's priority, they can no longer Cast a spell because the charge on their Cast Token is depleted.
Combat
After all players have passed their Action Priority in the Action Phase, the Cycle continues to Combat. Starting with the leading player, one by one, players will resolve combat.
To resolve combat, a player totals the Power of their Vassals. This is the Vassal Power. It is the amount of Combat Damage that the player can assign to their opposing Legion. The player then totals the Power of units in their Legion. This becomes the Legion Power. It is the amount of Combat Damage that the player must assign to their Vassals. Players have the liberty to assign all Combat Damage. The damage assignment happens at the same time.
Any units in the Legion destroyed by a player will go to their hand. Any units destroyed by the Legion are sent to the Grave.
Gaining and Losing Ichor
Excess combat damage are damage that can still be assigned after all combatants have no more life to sustain one. EXCESS DAMAGE RESULTS IN GAINING OR LOSING ICHOR.
Excess Combat Damage to the Legion. Excess damage is directed to the Ruling Sovereign. For each Damage, take an Ichor from the chalice.
Excess Combat Damage to Your Vassals. Excess damage is directed to the player. For each Damage, you will lose a Collected Ichor.
Excess combat damage is only valid after all damage has been assigned to combatants.
- You cannot gain Ichor from the Chalice without killing units in your Legion.
- You cannot choose to lose Collected Ichor to protect your Vassals.
- Excess damage will not be dealt when there are surviving units. You cannot gain Ichor if there are still units in your Legion. You also cannot lose Ichor if you still have Vassals. Ethereal units will survive Combat. If one of your Vassals is Ethereal, you won't lose Collected Ichor.
Strategy Notes: Dealing excess combat damage is just one way to gain Ichor. You gain Ichor by dealing ANY form of damage to the Ruling Sovereign, including through the use of Spells.
Empty Ichors
If the Chalice has no more Ichor, you cannot take more Ichor from anywhere even if you have more excess damage.
Similarly, you cannot lose Collected Ichor when you have none.
Example: You have 2 excess damage to the Legion, but there's only 1 Ichor in the Chalice. This means you'll only gain 1 Ichor.
Midnight
After all players have resolved Combat, the Cycle continues to Midnight.
The following events must be done in order.
Discard to Maximum Hand Size
- 4 Players = 4 Maximum Hand Size
- 3 Players = 5 Maximum Hand Size
You discard cards to the Grave. When discarding a card, it is a good practice to discard it face up before shuffling it into the Grave. Other players are allowed to know what cards are being discarded.
Player's Death
Death is triggered when a player has no Vassal at Midnight. When Death is triggered, that player must:
- Loses 1 Collected Ichor
- Shuffle all units in their Legion back into the Wilds
- Ungrave (Draw from the Grave) to maximum hand size
Strategy Notes: Dying at Midnight is generally not a good thing. However, choosing to die at Midnight is also part of the game's strategy, because this is the only way you can replenish your hand without destroying a unit. To make use of this, you need to be cautious when assigning damage to your Vassal during Combat.
Because you cannot lose Ichor when you have none collected, the best time to trigger Player's Death is when you are behind.
Resolution of Midnight Effects
All effects that say 'Until Midnight' Dissolves.
Remove all Shield on units.
Counters at Midnight: Only Shield dissolves at Midnight. Both Damage and Power will remain until the unit itself leaves the battlefield.
Passing of Kadmon's Sigil
Player with the Sigil passes it to the player on their left (Clockwise Direction). Then, the Cycle goes back to Dawn.
Ruling Sovereign
The face-up Sovereign Card on top of the Crown is known as the Ruling Sovereign.
THE FIRST RULING SOVEREIGN APPEARS AT THE FIRST DAWN OF THE GAME.
Ichor in the Chalice
When a Ruling Sovereign appears, players must first put Ichor into the Chalice under the Crown. The amount of Ichor to put into the Chalice is equal to the number right under the Sovereign's name + number of players.
Unleash Calamity
After putting Ichor into the Chalice, the Ruling Sovereign's Calamity is unleashed. This is an effect that happens once, when the Sovereign first appears. This effect cannot be interrupted by any spells or invocations. The effect of a Sovereign's Calamity is written in text preceded by the Calamity icon.
Ruling Sovereigns & Their Abilities
A Ruling Sovereign imposes special rules to the game through abilities that affect all players. These abilities are stated in the text box marked 'Legion'.
Slaying a Ruling Sovereign
The player who takes the last Ichor will slay the Ruling Sovereign. Then, the slayer adds the Sovereign card to their hand, just like any other unit.
A New Ruler
When a Ruling Sovereign is slain, the next Sovereign in the Crown is immediately flipped and becomes the new Ruling Sovereign. The flow of the Magna Cycle is paused to resolve all that must be done when a Ruling Sovereign appears. This process happens regardless of the current state of the Magna Cycle.
Changing of Ruler: Two Common Scenarios
- Player destroys a Ruling Sovereign with a Spell. The next Sovereign appears and unleashes Calamity. The same player continues with their Action.
- Player destroys a Ruling Sovereign through Combat. The next Sovereign appears and unleashes Calamity. Combat Phase continues with the next Player.
Final Battle
The Final Battle is triggered by one of two events:
- Kadmon becomes the Ruling Sovereign.
- The Wilds running out of cards.
When the Endgame is triggered by condition 2, Kadmon must become the Ruling Sovereign. Any other Sovereign cards in the Crown are sent to the Tomb.
Kadmon is a unique Sovereign. The rules that Kadmon imposed can be summarised here:
- The Ichor in the Chalice starts with 4 x Number of Players.
- All players gain a Wild Action Token.
- Maximum Hand Size for players is increased by 1.
- Kadmon has access to the Tomb. Keep an eye on the Tomb.
- Kadmon will use powers of entombed Sovereigns.
- Expect 2 units to enter each Legion in a Cycle.
Victory
The game ends when Kadmon is slain. Kadmon's slayer will collect Ichor from the pool equal to the number of players.
The winner is determined by the number of Ichor they have collected throughout the game's course.
Tiebreaker
- If there is a tie between Kadmon's slayer and another player, Kadmon's slayer will win the game.
- If Kadmon's slayer is not involved in the tie, then, the player with the highest Total Vassal Power wins.
- If the tie persists, the player closest to death wins.
Unit Type Bonus
Unit Type Bonus is attained when a player controls 3 Vassals of the same type. Any bonuses are removed when that player no longer meets this condition.
Undead: The Dead Shall Rise Again
Your maximum number of Vassals is increased to 5. For as long as you control more than 3 Vassals, your Vassals are now considered an 'Undead'.
Summon Token +1: Add a spare Summon Token and put it on the Player Mat charged. Remove when bonus is lost.
Horror: The Mark of Verdant
You, as a player, have access to 3 Invocations:
- Invoke: Ungrave 2.
- Invoke: 1 Power to a unit.
- Invoke: Remove all Damage, Shield and Power on a unit.
Invoke Token +1: Add a spare Invoke Token and put it on the Player Mat charged. Remove when bonus is lost.
Spirit: Ethereal Formation
Your Vassals are Ethereal. Whenever you Cast a Spell, Ungrave 1.
Cast Token +1: Add a spare Cast Token and put it on the Player Mat charged. Remove when bonus is lost.
Samael: Life Lights the Right
You win the game!
Do you have what it takes to restore the Angel that once shone over Morbidia?
Keywords, Icons & Terms
- Combat Damage: Damage dealt by units through Combat.
- Deal. When accompanied by numbers, put amount of the indicated status counters (Damage, Shield, Power; "2x" per player/Vassal variants) to the stated target.
- Despair: Indicates a state when you have the least Collected Ichor among all Players. If two or more players are tied for the least Collected Ichor, then those players qualify as being in despair.
- Ethereal: Cannot be dealt Damage from Combat.
- Immune to Spells or Invocations: That unit cannot be affected and targeted by any Spells or Invocations.
- Or ( / ): Anytime an '/' appear between two icons, you have to declare and choose one.
- Quickcast: Indicates that a Spell or Invocation can be played in response to an Effect on the Effect Stack.
- Resurrect X /
: Summon X cards from the Grave at random. OR Reveal the top of the Grave until a card with the correct Unit Type is revealed. Then, summon that card. - Search the Grave: Pick up the Grave and look for units that meet the search condition.
- Swap 2 units: Exchange the position of 2 units. Both units must change zones and be a valid target.
- Unit Type. Indicates a particular unit type found in a card. As shown: Undead, Spirit, Horror, Samael.
FAQs
Changing Targets. Changing a target does not change the ownership of the effect. If an effect with an altered target destroys a unit, the Caster or Invoker is still considered the destroyer of the unit.
Ethereal vs Shield. No combat damage can be assigned to an ethereal unit. If another non-ethereal unit is present, Combat Damage must be assigned to that unit. On the contrary, you can still assign Combat Damage to units with Shield Counters, for which that damage will be prevented.
More than 3 Vassals? In the event a player has more than 3 Vassals and no Undead bonus active, that player must sacrifice their Vassals until they only have 3 Vassals remaining. This can happen if someone moves a unit using Ianira's Spell to give themselves more than 3 Vassals. A player can only have more than 3 Vassals with the Undead Bonus. In wich case, the player's Vassals are all Undead until their number falls to 3.
No Destroyer? In any case where a unit is destroyed by non-player entities, they must be sent to the Grave. In most cases, this should only happen through a Ruling Sovereign's Calamity or through Combat.
Bonus Action Tokens. Action Tokens you received from Unit Type bonuses are always charged, meaning you can immediately use it to perform an Action. In cases where you are able to loop Unit Type Bonuses (lose a bonus and gain it back) you can continue to perform Actions by losing the bonus Action Token and gaining a new charged bonus Action Token.
Sovereigns Explained
In each entry, the icons are: Calamity icon, Dawn icon, All-players icon, Invoke icon, Cast icon.
Kadmon
The amount of Ichor in the Chalice remains the same even after Kadmon becomes a random entombed Sovereign.
- Calamity / Dawn: In order to become a random entombed Sovereign, Kadmon takes the effects of the entombed Sovereign as if that Sovereign was Ruling. If there are no Sovereigns in the Tomb, Kadmon will adopt effects stated in the Empty Tomb.
Fragment of the Great Evil
As a Ruling Sovereign, the Fragment grants the Legion immunity to Spells only. Invocations still affect the Legion.
- Calamity: You can still deal damage to the Fragment using Invocations.
- All players can use Invoke to access the stated effect for as long as the Fragment is a Ruling Sovereign.
- Invoke: You have to declare Unit Type first before resurrecting. You are not allowed to browse the Grave before deciding. Resurrection can miss if the declared Unit Type does not exist in the Grave.
- Cast: When the Fragment is Cast, the Effect Stack immediately resolves, bypassing player's agreement. Cards negated are sent to the Grave.
Kilgore, Master of Ravns
- Calamity: Kilgore will deal Damage equal to 2x Number of Player. When it comes to damage assignment, Kilgore will prioritise, first, units with the lowest Life (Maximum Life minus Damage on it). If it's tied, Kilgore will follow the priority as indicated by Kadmon's Sigil.
- Dawn: Distribute Damage to ALL VASSALS with the lowest Life (Maximum Life minus Damage on it).
- Invoke: You can deal 2 Damage to a unit OR 1 Damage each to 2 units.
- Cast: Follow the Invocation logic. For example, 4 Damage on 1 unit OR 2 Damage each on to 2 different units OR 1 Damage each on to 4 different units.
The Phantom of Saint Michael
Michael is one of the few Sovereigns without a Calamity or Dawn effect. Michael will impose a continuous effect for as long as he is a Ruling Sovereign.
Existing Damage will remain on units affected by Michael's effect. Those units also carry the same life total. Michael's effect means that the next time Damage is dealt to an Undead or a Horror, that unit is immediately destroyed.
- Invoke: Put one of Michael's Token on your target. All forms of damage that unit does will be nullified, including a Sovereign's Invocation to deal damage (example: Kilgore). Remove Michael's Token at Midnight.
- Cast: Sending units to the Grave does not destroy them. Players who cast Michael as a Spell will not obtain the cards that are sent to the Grave.
Ianira Heartslaver
As a Ruling Sovereign, Ianira is immune from Spells or Invocations. She cannot be dealt Damage, Shield or Power counters through Spells or Invocations. No Spells and Invocations can target her.
- Calamity / Dawn: Players choose one of their Vassals and move it to their opposing Legion Zone. If a player does not have a Vassal, this effect does not affect them.
- Invoke: Put one of Ianira's Token on your target. You cannot summon a targeted unit if it violates the Summoning Restriction (p. 12). Instead, it goes to the destroyer's hand, as usual. Remove Ianira's Token at Midnight.
- Cast: You cannot send units to the Grave or a Sovereign back into the Crown. You can only move units around any Player's Vassal Zone or Legion Zone.
Branwen, Shield of Strays
- Calamity: For all players, compare their respective Vassal Zone and Legion Zone. Shield for all units in a zone if their number is less than or tied the other zone.
On her destruction, Branwen's current owner can discard 2 cards to return her to their hand. Branwen's destroyer will not obtain her, and if destroyed by the Legion, she will not be entombed.
- Calamity: This is a Calamity, and it is triggered when Branwen enters the Vassal Zone. Since this ability is a Calamity, a Quickcast cannot be played in response to its activation. It also ignores immunity to Spells or Invocations.
- Cast: You can Summon Branwen at Quickcast speed. This does not cost an additional Summon Token.
The Ingenious Andrés Beltram
When Andrés gains an Ichor, take an Ichor from the pool and add it into the Chalice.
- All players can use Invoke to access the stated effect for as long as Andrés is a Ruling Sovereign.
- Invoke: Power on himself. Should the damage portion of this Invocation be prevented, the Bolster still occurs.
- Cast: Stack both units such that you can see both of their Power, Life and Unit Type. They now count as 1 Vassal. Its Power and Life is the sum of both unit's. If the two units have different Unit Types, the combined unit has both Unit Types. Otherwise, it only has 1 type. If a player destroys it, that player obtains both cards separately.
Verdant VII, the Proud
'Damaged units' are units with Damage on them.
Dealing 2x damage does not change the Power of a unit. It means that for each Damage it would deal, double that amount. A 2-Power unit still has 2 Power but deals 4 Damage. It does not have 4 Power.
- Calamity: "It becomes Midnight" shifts the Magna Cycle to Midnight Phase, skipping other phases.
- Dawn: If there are two or more players in Despair, priority will follow Kadmon's Sigil. Any unit dying from this effect goes to the Grave because Verdant kills it. Verdant cannot deal damage to himself i.e. he cannot be chosen as a target.
- Invoke: Verdant's Invocation can be played in response to another Spell or Invocation.
Full Gauntlet
Running the Full Gauntlet will result in a longer play time (estimated 2 to 4 hours). But playing Legions of Kadmon this way with 4 players is the most enjoyable format.
This format allows players to experience everything the game has to offer. There will be more opportunities for players to bounce back, earn Unit Type bonuses, and you'll get to see multiple Sovereign Vassals played at the same time.