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Not Enough Mana

Not Enough Mana Rulebook

Table of Contents

Table of Contents

  • What Sorcery Is This?
  • Equipment
  • Preparation
  • General Rules
  • Your Turn
  • Types of Cards
  • Game Variants
  • Credits

What Sorcery Is This?

Not Enough Mana is a potion drinking card game for 3-6 fearless wizards (legal potion drinking age may vary depending on your kingdom's laws).

You'll be destroying each other using epic spells, curses and artifacts while replenishing your mana by drinking magical potions.

Your goal is to eliminate all other wizards from the game, either through depleting all their health points or by K.O. (also known as Too Much Mana).

Equipment

165 cards, including:

  • 121 spell cards
  • 22 artifact cards
  • 11 event cards
  • 6 quick reference cards
  • 4 empty cards to forge your own spells
  • 1 Anti-Joker

70 blue mana crystals

70 red health crystals

Mana potions not included.

The Institute suggests potions of 40% mana essence potency.

Potent potions can be substituted with other forms of challenge, e.g.: ingesting sausages, performing press-ups, or whatever else the partaking wizards come up with.

Preparation

  1. Shuffle the deck thoroughly and place it in the middle of the table, face-down. This is the draw pile. Next to it will be the discard pile, where all discarded cards should be placed face-up.

  2. Red health crystals, blue mana crystals and mana potions should be put in a place easily available to all wizards.

  3. Each wizard draws 10 health points.

    This is the maximum number of any wizard's health points.

  4. Each wizard draws 5 cards to their hand.

    If you encounter an event card while drawing the starting hand, discard it to the discard pile and draw another card in its place.

General Rules

  1. The eldest wizard starts the game. Then, the wizards take their turns clockwise.

  2. You can drink mana potions at any point in the game (even outside your turn).

    Each potion replenishes 3 mana points.

    This value, alongside potion's mana essence potency, can be adjusted to better account for the wizards' might.

    There is no limit to how many mana points a wizard can accumulate.

    If there are no crystals in the common pool, mana potions grant no points.

  3. When you lose all health points or have Too Much Mana and cannot continue the fight, you are eliminated from the game.

  4. The battle ends when the last, victorious wizard remains on the battlefield.

Your Turn

  1. At the beginning of your turn draw cards up to your hand limit (usually 5).

    The hand limit may be increased as a result of event or artifact cards.

    If you draw an event card, read it out loud, put it in the middle of the table and apply its effect, then draw a new card in its place.

    If all cards in the deck are gone, the discard pile is reshuffled and becomes the new draw pile.

  2. Then, you can play, discard, and/or exchange any number of cards, in any order.

  3. To play a card, put it on the table, pay its cost, speak the magic incantation and, if necessary, indicate the target. Then, apply the effect specified on the card.

    Card anatomy (example: Electric Explosion / Magnum Crepitus Electrica):

    • Type: This is an electric spell.
    • Cost: In order to play it, you need to discard 2 mana crystals and 1 fire spell from your hand.
    • Name of the card.
    • Incantation (on spell cards).
    • Effect: all other wizards lose 2 health points.

    All spells that require a target may also be targeted at yourself.

    If the effect of a card forces you to discard a card and you have no cards in your hand, you lose a mana point instead.

    If you lose more mana points than you currently have, you need to immediately replenish your mana by drinking a potion or you lose the number of health points equal to the missing mana points.

    Once the effect of the card you have played is fully resolved, place it face-up at the top of the discard pile together with the cards used to pay its cost. Cards with lasting, continuous or delayed effects (e.g. artifacts, some curses and events) stay on the board as long as they remain in power.

  4. To discard a card, place it face-up on the discard pile.

  5. To exchange a card, discard it, pay the cost of the exchange, and draw a new card from the deck.

    The cost of your first card exchange in a turn is 1 mana point and it increases by 1 mana point for each subsequent card exchange in the same turn.

  6. After completing all planned actions, announce the end of your turn.

Types of Cards

Offensive spells come in fire, ice and electric variants. Make your foes suffer!

Defensive spells provide protection against attacks. You can cast them even outside your turn, in response to spells cast by your opponents.

Supporting spells allow you to replenish health, strengthen mana potions, switch hands with other wizards, and more.

Curses deplete your foes' mana with dark arts of the occult.

Artifacts, after being equipped, remain on the board in front of their owner and provide lasting profits.

Events modify the game rules and cause unpredictable effects for all wizards.

Game Variants

  1. Team game for 4 or 6 wizards (2 or 3 teams). Wizards from the opposing teams play their turns interchangeably. All spells can be cast against any wizard. All damage is resolved in accordance with standard rules. The last team standing wins.
  2. Astral conjunction. Defeated wizards turn into astral beings and can ingest potions in order to drain mana from the living players. One potion drains 1 mana point from all wizards.
  3. Make up your own! Not Enough Mana is supposed to be fun, wild and unpredictable. Invent your own variants and spice up the game!

Credits

A game by Paweł Piskorski

Art Krzysztof Maziarz

Proofreading, editorial & DTP Paweł Wodziński

Publishing management Kamil Kozicki

Logo design Filip Komorowski

Lead testers Jan Strzembosz, Ziemowit Winiecki

Translation Synthesis Deutschland GmbH, Paweł Wodziński

Printed by Longpack Games

Made in collaboration with SUPERHOT PRESENTS

Thank you Marcin Gibowski, Filip Głowacz, Piotr Goguś, Alastair Hebson, Ireneusz Huszcza, Piotr Iwanicki, Piotr Jaros, Tomasz Kaczmarczyk, Tomasz Kochelski, Szymon Krukowski, Klaudia Kubiak, Jakub Kuć, Michał Kuliś, Ania Małecka, Kamila Milik-Pękała, Michał Ociepa, Artur Perski, Anna Zychowicz, Marek Żukowski, and the whole SUPERHOT Team.

Thank you for supporting and playing Not Enough Mana. We hope you love it as much as we do, and we wish you endless epic battles and heroic victories.

Regards from the Archchancellor!

Not Enough Mana team, on behalf of the Potion Institute