Zona Mágica
Zona Mágica Rulebook
Table of Contents
Table of Contents
Setup
- Shuffle and deal one mage card to each player.
- Give the starting implements to the corresponding mages. Shuffle the rest.
- Remove mana cards according to the number of players, then shuffle:
- 3 players: remove 4 mana of each type.
- 4 players: remove 2 mana of each type.
- 5 players: remove none.
- Place the mana deck face down on space (1).
- Shuffle and deal 4 implement cards, face down, to each player.
- Shuffle the magic cards and deal 5 to each player, face down. Place the rest, also face down, on space (2).
- Place 11 cards from the mana deck face up on the 11 spaces of the area (3).
- Place 5 cards from the mana deck face up on the 5 marked spaces of the Dragon magic circle (4). In the same way, place 5 cards on the 5 marked spaces of the Fairy magic circle (5).
- Place the amber stone on the mana card in the left circle (6).
- Place the blue stone on the mana card in the right circle (7).
- Place the purple stone on number 1 of the player-count line (8).
- Place each mage's miniature on space 0 of the victory point track (9).
- Place the mage miniatures on the Dragon and Fairy crystal tracks (10, 11) at the values matching their mage cards.
- Place an amber stone on number 3 of track (12) and a blue stone on number 3 of track (13).
Implements
Each player has 5 implement cards at the start of the game.
- Each player chooses one, sets it aside, and passes the remaining cards to the player on their left.
- Repeat until each player has received only one card.
Now, with 5 implements again:
- Each player chooses two to be removed from the game.
- Each player chooses one of the remaining implements to start the game.
- Each player sets aside their last two implements, face down, to be received during the game.
- Each player reveals the implement chosen to start the game.
Distribution
Distribution takes place during the change of cycles, when the distribution icon appears. There are two modes.
Basic Mode: each player chooses one of the two implements they set aside at the start of the game. Once all players have done so, these are revealed and immediately come into play.
Advanced Mode: the implements that were set aside to be activated later (2 from each player) are instead shuffled and placed on space (14). The order of the cards is revealed. It may be checked but not altered.
In the distribution phase, each player obtains only 1 new implement. As soon as a player receives it, they stop taking part in this phase.
To obtain an implement, an auction is held, paid with crystals.
- Take from the pile (14) a number of cards equal to the number of players. Their order cannot be changed.
- The player with the most points starts the bidding. Bidding proceeds clockwise.
- Bids in crystals are made for the first card of the pile. Players may bid 0, but may not bid more crystals than they possess. Bids can only be 0 or a value higher than the highest bid previously made on that implement.
- If a bid greater than 0 is made, bidding opportunities continue until the player before the one who made the highest bid has had a chance to bid again.
- If no bid greater than 0 is made, the card is placed at the bottom of that auction's pile. When it comes up again as the next item auctioned and again receives no bid, it goes to the player closest to the one who started the round, and this player leaves the auction. They pay no crystals for this implement.
- If the bid was not 0 and no player covers the offer until the opportunity returns to the player with the highest bid, the auction for that item ends. That player receives the implement and pays the crystals they bid from the crystals they own. They gain 2 points for each specific mana present in the circle to which the implement refers.
- If only one player remains in the auction, they receive the last implement without paying any crystals.
Turn Summary
Start of turn:
- Resolve the start-of-turn effects of implements, magic or mages.
- Discard cards until you have 5.
- Draw until you have 2 cards, if you have fewer.
Main phase:
- Choose a mana on space (3). If necessary, move the marker on track (13) or (12).
- Carry out one of three options:
- Assist a School of Magic: discard the chosen mana and gain a number of crystals equal to the value of the desired school on track (13) or (12). Then reduce that school's side marker to 3.
- Rest and Prepare Mana Gem: permanently take the chosen mana. Discard as many cards as you wish, then draw the same number.
- Go to the Magic Circles: choose a school and replace the mana under the stone in the corresponding circle ((4) or (5)) with the chosen mana. Discard the old mana. Move that stone to the next mana clockwise. Cast only ONE spell, of any school. The spell requires the minimum amount of mana in the circle of its school that pays its cost. Gain the corresponding points and resolve its effects.
Note: spells are only cast by going to the Magic Circles. The guide illustrates this with a three-step diagram (steps 1, 2, 3) and an example spell card, Fireball ("Bola de Fogo").
End of turn:
- Resolve the end-of-turn effects of implements, magic or mages.
- Draw 2 cards.
If at any time the magic deck runs out, shuffle the discard pile and place it on the starting area (2).
Magic Icon Key
- Single Target: a spell cast on a Target chosen by the player.
- All Opponents: a spell cast on all opponents. It does not declare a specific Target.
- Target on Implement: a spell cast on an Implement chosen by the player. Its Target is not the owner of that implement but the implement itself, so defensive spells do not block it.
- Beneficial Spell: the spell is placed on the table, in play, for the player who cast it. The icon indicates a spell that gives benefits to the player.
- Negative Spell: the spell generally enters play on the table for an opponent. The icon indicates a spell that produces a negative effect on the affected player. If the spell is blocked, it does not enter play and is discarded.
- Use Limit: some spells have a use-limit definition in their text. The number on the icon shows how many uses are possible. When the effect happens, the player turns the card 90 degrees, clockwise, to mark that one use has been made. A spell that has all its uses consumed must be discarded from play.
- Defensive Spell: the icon indicates a spell that Blocks other spells from affecting the protected player. Its text describes how and in what situations this effect occurs. A blocked spell has no effect and is discarded. Beneficial spells cast by the player on themselves are never blocked.