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7.

Casting Spells

7.1.
Checking Prerequisites
7.1.1.
A Unit can only cast a Spell if all the Prerequisites to cast the Spell are checked. A Unit cannot start to cast a Spell if one or more Prerequisites are not checked.
7.1.2.
The Prerequisites check takes into account all the targets (both Unitsand cells) that would be affected by the spell if it were to be cast.
7.1.3.
If the Spell has Spellcasting restrictions, the Unit can only cast the Spell if all the restrictions are fulfilled:
7.1.3.a.
It is a Spell that can only be cast once per turn, and it has not already been cast by the active Unit this turn. See 4.8.3.
7.1.3.b.
It is a Spell that can only be cast once per turn and per target, and it has not already been cast on this target by the active Unit this turn. See 4.8.3.
7.1.3.c.
It is a Spell that can only be cast once per game, and it has not already been cast by the active Unit this game. See 4.8.3.
7.1.4.
If the Spell has a cost, the Unit casting the Spell has to be able to pay for all the costs of the Spell:
7.1.4.a.
If the Spell has an AP cost, the Unit has enough AP in his AP gauge.
7.1.4.b.
If the Spell has a MP cost, the Unit has enough MP in his MP gauge.
7.1.4.c.
If the Spell has an Injury cost, the Unit can receive at least as many Injuries as the Injury cost of the Spell.

Example: Goultard the Barbarian (25HP) has received 24 Injury markers.
He cannot cast his Black Steam Spell since he cannot receive 2 additional Injury markers.

7.1.5.
The cell that was designated as the principal target of the Spell is within Range of the Unit casting the Spell.
7.1.6.
There is a Line of Sight between the caster’s cell and the targeted cell.
7.1.6.a.
If the Spell cast by the game piece is a Spell without Line of Sight, this restriction is ignored.
7.1.7.
If an effect applies additional prerequisites on the casting of a spell, the casting of that spell must check all of those prerequisites as well.
7.2.
Casting and Resolving an Attack Spell
7.2.1.
Casting and Resolving an Attack Spell are split in several Steps. All these Steps are always performed in the order listed below:
  • Step 1 - Pay the costs
  • Step 2 - Determine the targets
  • Step 3 - Resolve Additional Effects
  • Step 4 - Roll for Critical Hit
  • Step 5 - Roll for Armour
  • Step 6 - Compute Damage
  • Step 7 - Place Injury markers
  • Step 8 - Resolve Effects on Standby
7.2.1.a.
A Unit cannot perform a new action, such as spending AP or MP, using a Demonic Reward, picking up a Kama, buying a Demonic Reward, buying a GG, casting a Spell (...), until all Steps (1 to 8) of a Spell cast by that Unit are fully performed.
7.2.1.b.
A Spell is fully resolved once all the Effects on Standby have been resolved during Step 8 - Resolve Effects on Standby.
7.2.2.
Step 1 - Pay the costs
7.2.2.a.
The active character spends as many AP and MP from his AP and MP gauges as printed on the Spell bar. An amount of Injury markers equal to the Injury cost of the Spell is then placed on the active character’s card. These Injuries are not considered as being inflicted or as being suffered.
7.2.2.b.
A Krosmaster can be KO’ed when paying the Injury cost of a Spell. In that situation, he is removed from the arena at the end of this Step 1. The opponent of the active player immediately gains an amount of GG according to the Level of the Krosmaster.
If no player is then declared winner, the following Steps of the Spell are performed normally. If a player is declared winner, the game is immediately stopped and the Spell does not resolve.

Example: Coa Gulary (7HP) has received 6 Injuries. She casts her Punition Spell, a Spell with an Injury cost. An Injury marker is placed on Coa Gulary. Coa Gulary is KO’ed at the end of this Step 1, her figurine is removed from the arena and the opposing player gains 1GG. If this GG was the last GG of Coa Gulary’s controller, the opposing player wins the game and Punition does not resolve. Otherwise, the following Steps of the Punition Spell are performed normally, even if Coa Gulary was removed from the arena.

7.2.3.
Step 2 - Determine the targets
7.2.3.a.
The cell that was designated during the check of the prerequisites becomes a target of the Spell. By extension, each Unit located on that cell also becomes a target of the Spell. The targeted cell and all the Units in this cell are called the main targets of the Spell.
7.2.3.b.
Some Spells have an Area of Effect. All the cells located inside the Area of Effect become targets of the Spell during this Step.
By extension, each Unit located on these cells also becomes a target of the Spell. All these targeted cells and the Units in these cells are called the additional targets of the Spell..
7.2.3.c.
Some Spells have Multiple Targets. Multiple Targets defines a specific type of Area of Effect: once the main target of the Spell has been determined, all the other cells that could have been targeted by the Spell, and by extension each Unit located on these cells, become additional targets of the Spell.
7.2.4.
Step 3 - Resolve Additional Effects
7.2.4.a.
Most Additional Effects written in the Spell bar are applied during this Step, such as “Retreat 3”, “Pushback 1” or “Steals 1MP to the target”. By default, an Additional Effect is applied during this Step, unless the description of the Additional Effect specifies otherwise. It is possible that the application of Additional Effects triggers other effects. These other effects will only be resolved during Step 8.

Example: The “Push Back 2” Additional Effect of Luk Ylook’s Repelling Arrow is resolved during Step 3. If the target of the Spell is pushed on a Trap by this Additional Effect, the Click Spell of the Trap triggers and will be resolved during Step 8 of Repelling Arrow.

7.2.4.b.
Additional Effects are mandatory effects. A player cannot elect to ignore an Additional Effect of a Spell. If an Additional Effect attempts to do something that cannot be done entirely, it does only as much as possible.

Example: A Krosmaster standing on a cell that is 2 cells away from a Tree (an Impassable game piece) is the target of a Spell with Additional Effect “Push Back 3”. It is not possible to push the Krosmaster 3 cells away from its current cell. The Additional Effect of the Spell will do as much as possible, pushing the Krosmaster 2 cells away.

7.2.4.c.
When an Additional Effect of a spell doesn’t specify restrictions on its application, it is considered that the Additional Effect of the spell is applied on targeted Units and/or targeted cells.

Example: Katar cast his “Degobillage” spell on a cell, which means he summons a Katar’s Offspring on the targeted cell if it’s free.

7.2.4.d.
A Krosmaster can be KO’ed during the resolution of the Additional Effects. In that case, it is removed from the arena at the end of this Step 3. The opposing player immediately gains an amount of GG according to the Level of the Krosmaster. If no player is then declared winner, the following Steps of the Spell are performed normally. If a player is declared winner, the game is immediately stopped and the Spell does not resolve.

Example: Quentin Flush (6HP) has received 4 Injuries. He casts his Lottery Spell and gets 1 Head and 2 Tails. Two Injury markers are placed on Quentin Flush. Quentin Flush is KO’ed at the end of this Step, his figurine is removed from the arena and the opposing player gains 1GG. If this GG was the last GG of Quentin Flush’s controller, the opposing player wins the game and Lottery does not resolve. Otherwise, the following Steps of the Lottery Spell are performed normally, even if Quentin Flush was removed from the arena, and Lottery will still deal 1 additional Damage thanks to the Head coin flip.

7.2.4.e.
If a spell has more than one Additional Effect, they are resolved in the order printed on the card.
7.2.5.
Step 4 - Roll for Critical Hit
7.2.5.a.
The active player Rolls for Critical Hit for the active Game Piece, rolling one die. A die on the Critical Hit side is considered as a success for the Critical Hit Roll.

Example: The Additional Effect of Darkness Knight’s Vile Age Spell is applied during the Critical Hit Roll in this Step.

7.2.5.b.
A Unit that has the Critical Hit, Chance, Agility, Strength or Intelligence (depending on the Element of the Spell) rolls one additional die when Rolling for Critical Hit.
7.2.5.c.
A single Critical Hit Roll is performed for a Spell with an Area of Effect. The result of the roll is used for all the targets of the Spell.
7.2.6.
Step 5 - Roll for Armour
7.2.6.a.
Each Unit with an HP characteristic located in a cell targeted by the Spell performs an Armour Roll, rolling one die. A die on the Armour side is considered as a success for the Armour Roll.
7.2.6.b.
A Unit that has the Armour, Chance, Agility, Strength or Intelligence (depending on the Element of the Spell) rolls one additional die when Rolling for Armour.
7.2.6.c.
A Unit that is targeted by a Spell with the Pierce Armour Additional Effect rolls one less die when Rolling for Armour.

Example: Argon Gass is targeted by Oscar Kass’s Deviousness Spell.
Argon Gass Rolls 1 die when Rolling for Armour: 1 base die, increased by 1 because Argon Gass has Armour, decreased by 1 because Deviousness has Pierce Armour.

7.2.7.
Step 6 - Compute Damage
7.2.7.a.
Once both players have Rolled for Critical Hit (once) and Armour (once for each target of the Spell with an HP characteristic), the total Damage inflicted by the Spell to each target of the Spell with an HP characteristic is determined.
7.2.7.b.
A Damage modifier is applied depending on the results of the Critical Hit and Armour Rolls. If the number of successes of the Critical Hit Roll is higher than the number of successes of the Armour Roll, the total Damage is increased by 1. If the number of successes of the Armour Roll is higher than the number of successes of the Critical Hit Roll, the total Damage is decreased by 1. No Damage modifier is applied if the same number of successes have been Rolled.
7.2.7.c.
The total Damage is then equal to: The Basic Damage of the Spell (printed on the Spell bar) + The additional Damage described in the Additional Effects of the Spell + The additional Damage related to the Game Piece’s Powers + The additional Damage related to the Demonic Rewards + The Damage modifier from the Critical Hit and Armour Rolls - The Damage reduced by the Powers of the target of the Spell

Example: The Queen of the Tofus flips the Demonic Award Aero Boost, then casts her Dan To Fu Spell on the opposing Cloud Knight. Two Tofus are adjacent to the Cloud Knight. The Queen of the Tofus Rolls 1 success on her Critical Hit Roll, and the Cloud Knight also Rolls 1 success for his Armour Roll. The Dan To Fu Spell will deal 1 (Basic) + 2 (adjacent Tofus) + 0 (the Queen of the Tofus has no specific Power impacting Damage) + 2 (from the Aero Boost, since Dan To Fu is an AIR Spell) + 0 (modifier from the Critical Hit and Armour Rolls) - 1 (the Cloud Knight has Resistance AIR) = 4 AIR Damage.

7.2.7.d.
A Spell cannot deal “negative Damage”. If a Spell would deal a negative amount of Damage, it deals 0 Damage instead.
7.2.7.e.
For a Spell with an Area of Effect, the amount of Damage dealt by the Spell may be different for each target, depending on the outcome of the Armour Rolls and the Powers of the targets.
7.2.8.
Step 7 - Place Injury markers
7.2.8.a.
During this Step, each target of the Spell receives as many Injury markers as the total Damage inflicted by the Spell to this target.
All the Injury markers placed during this Step are considered as Injuries inflicted by the Spell. By extension, these Injury markers are considered as Injuries inflicted by the Unit that cast the Spell.
Similarly, all the Injury markers placed during this Step are considered as Injuries suffered by the target(s) of the Spell.

Example1: At the end of Step 7 of the resolution of Goultard’s Celestial Sword Spell, two Water Bombs have received 1 Injury marker (they have 1HP). Both Bombs are KO’ed, and both trigger their Explosion Spell which become Effects on Standby. They will be cast and resolved during Step 8.

7.2.8.b.
A Spell with a total Damage of 0 deals no Injury. By extension, the Unit that cast the Spell deals no Injury, and the target(s) of the Spell suffer no Injury.
7.2.8.c.
A Krosmaster can be KO’ed after placing the Injury markers on the targets of the Spell. In that case, it is removed from the arena at the end of this Step 7. The opposing player immediately gains an amount of GG according to the Level of the Krosmaster.
If no player is then declared winner, the following Steps of the Spell are performed normally. If a player is declared winner, the game is immediately stopped and the Step 8 of the Spell does not resolve.

Example2: Bad Aboum casts Retreat Shot on Fraktor (12HP, 11 Injuries).
Bad Aboum is moved one cell during Step 3 of Retreat Shot thanks to the “Retreat 1” Additional Effect, and ends up located on Fraktor’s Lethal Trap Spell. The Lethal Trap is triggered during Step 3, the Trap token is immediately removed, but the Lethal Trap’s Click Spell is postponed to Step 8 of Retreat Shot, as an Effect on Standby. Retreat Shot deals 1 Damage to Fraktor during Step 6. During Step 7, an Injury marker is placed on Fraktor, and Fraktor is KO’ed at the end of this Step. Bad Aboum’s controller immediately gains 4GG. If that player wins the game, the game ends and Step 8 of Retreat Shot does not resolve. If that player does not win the game, the resolution of Retreat Shot continues to Step 8, where the Lethal Trap’s Click Spell is resolved.

Example3: Both players have 2GG and the Wild GG is still in play. Jems Blond (8HP, 7 Injuries) deals 2 Damage to a Maskun John wearing a Prespic Set (13HP, 11 Injuries, Counter Power) using his Blazing Arrow Spell. During Step 7 of Blazing Arrow, 2 Injury markers are placed on Maskun John (13 Injuries). The Counter Power triggers and is postponed to Step 8, becoming an Effect on Standby. At the end of Step 7, Maskun John is KO’ed and removed from the arena. The active player gains 2GG (the Wild GG and 1GG stolen). The active player know has 4GG, his opponent 1GG. That is not enough to win the game!

Example4: Oscar Kass (10HP) has 8 Injuries and cast his Con Spell on a Fire Bomb. It was determined during Step 6 that Con would deal 3 WATER Damage. During this Step 7, Con deals 1 WATER Damage to the Fire Bomb, since it has only 1HP. At the end of Step 7, the Fire Bomb is KO’ed, it is removed from the arena and triggers its Explosion Spell which becomes an Effect on Standby: it will be resolved during Step 8.
The Steals Health Additional Effect also triggers at that moment and also becomes an Effect on Standby.

7.2.8.d.
Some Powers modify the number of Injury markers that can be placed on a Unit during the resolution of a Spell. These Powers are applied during Step 7 and replace the number of Injury markers placed on the Game Piece.

Example: Thanks to miscellaneous Damage modifiers, Oscar Kass deals 5 Damage (determined during Step 6) to Merkator using his Con Spell, a Spell that Steals Health. Merkator’s Krowsome Power is applied during Step 7, and only 3 Injury markers are placed on Merkator. At most 3 Injury markers will be removed from Oscar Kass thanks to the Steals Health Additional Effects (up to his current number of Injuries suffered).

7.2.9.
Step 8 - Resolve Effects on Standby
7.2.9.a.
If multiple effects have to be resolved during this Step, they are resolved one by one, in the order chosen by the active player.
While resolving one of these effects, the other ones remain on Standby.
7.2.9.b.
If an Effect on Standby chosen by the active player cannot be resolved during this Step, it disappears from the list of Effects on Standby.
7.2.9.c.
If the resolution of an Effect on Standby generates a new effect, this new effect also becomes an Effect on Standby and is added to the list of Effects on Standby.
7.2.9.d.
If an Effect on Standby is a Spell, this Spell has no Step 8 and all the new Effects on Standby that would be generated by this Spell are added to the list of Effects of Standby of the first Spell (Effects on Standby form a single list, no matter how they were generated).

Example1 (continued from Step 7): During Step 8 of the resolution of Celestial Sword, there are two Spells in the Effects on Standby list, the two Explosion Spells cast by the Water Bombs. The active player choses one of the Explosion Spells and resolves it: this Explosion Spell Deals 1 Damage to two Fire Bombs that also explode. The Explosion Spells of these two Fire Bombs become Effects on Standby, and are added to the list of Effects on Standby with the remaining Explosion Spell (from the other Water Bomb). There are now 3 Effects on Standby: one Water Bomb Explosion and two Fire Bombs Explosion, and the active player can chose to resolve any of these first.

Example2 (continued from Step 7): There is only the Lethal Trap’s Click Spell on Standby, it is thus resolved. Poor Bad Aboum …

Example3 (continued from Step 7): Maskun John’s Counter Power is on Standby and has to be resolved. Jems Blond receives 1 Injury, is thus also KO’ed, and the opposing player steals 4GG from the active player.
The active player has no more GG and the Wild GG is not on the board, the game ends.

Example4 (continued from Step 7): The Steals Health Additional Effect of Oscar Kass’s (10HP, 8 Injuries) Con Spell and the Fire Bomb’s Explosion Spell are on Standby. The active player chooses to resolve the Explosion Spell first. After going through Steps 1 to 7 of this Explosion Spell, the Fire Bomb Deals 2 Damage to Oscar Kass, who is KO’ed. The Steals Health Additional Effect is still on Standby, but cannot be resolved since Oscar Kass is no more in play. If the active player had chosen to resolve the Steals Health Additional Effect first, Oscar Kass would have gone down to 7 Injuries, then up to 9 Injuries after the Explosion, and would not have been KO’ed!

7.3.
Casting and Resolving a Healing Spell
7.3.1.
A Healing Spell deals no Damage, but heals Injuries instead. It is identified by the pink background of its circle in the Spell bar.
7.3.2.
Casting and Resolving a Healing Spell is similar to Casting and Resolving an Attack Spell, except for the following specificities:
7.3.2.a.
A Unit targeted by a Healing Spell does not Roll for Armour during Step 5.
7.3.2.b.
During Step 6, once the Critical Hit Roll has been rolled, the total Injuries Healed by the Spell to each target of the Spell with an HP characteristic is determined. This total is then equal to: The Basic Heal of the Spell (printed on the Spell bar) + The additional Heal described in the Additional Effects of the Spell + The additional Heal related to the Game Piece’s Powers + The additional Heal related to the Demonic Rewards + 1 if at least one success was Rolled on the Critical Hit Roll
7.3.2.c.
Injury markers are not placed but removed from the target. All the Injury markers removed during this Step are considered as Injuries Healed by the Spell. By extension, these Injuries are considered as Injuries Healed by the Unit that cast the Spell.
When Injury markers are removed by a Healing Spell, the Unit that cast the Spell Heals Injuries to the target.
7.4.
Casting and Resolving a Special Spell
7.4.1.
A Special Spell deals no Damage, neither does it heal Injuries. It is identified by the white background of its circle in the Spell bar.
7.4.2.
Casting and Resolving a Special Spell is similar to Casting and Resolving an Attack Spell, except that steps 4, 5, 6 and 7 are not performed.
7.5.
Additional Effects of a Spell
7.5.1.
+X MP
7.5.1.a.
This Additional Effect means: “Place X +1MP tokens on each targeted Game Piece”.
7.5.10.
Attract X
7.5.10.a.
This Additional Effect means: “Each Game Piece targeted by this Spell is moved X cells in a straight line towards the Game Piece casting the Spell”.
7.5.10.b.
If at least one of the X cells is an Impassable cell, the targeted Game Piece is moved as much as possible, as long as no Impassable cell is reached.
7.5.11.
Pierce Armour
7.5.11.a.
This Additional Effect is applied in Step 5 instead of Step 3. It means: “During Step 5 of this Spell, each target Rolls one less die when Rolling for Armour”.
7.5.12.
Steals X MP
7.5.12.a.
This Additional Effect means: “Place X -1MP tokens on each target of the Spell. For each -1MP tokens actually placed on a target, place a +1MP token on the Game Piece casting the Spell”.
7.5.13.
Steals X AP
7.5.13.a.
This Additional Effect means: “Place X -1AP tokens on each target of the Spell. For each -1AP tokens actually placed on a target, place a +1AP token on the Game Piece casting the Spell”.
7.5.14.
Immediately Gains +X MP
7.5.14.a.
This Additional Effect means: “Add X MP to the MP gauge of the Game Piece casting this Spell”.
7.5.15.
Immediately Gains +X AP
7.5.15.a.
This Additional Effect means: “Add X AP to the AP gauge of the Game Piece casting this Spell”.
7.5.16.
Retreat X
7.5.16.a.
This Additional Effect means: “The Game Piece casting the Spell is moved X cells in a straight line away from the targeted Game Piece”.
7.5.17.
Move Closer X
7.5.17.a.
This Additional Effect means: “The Game Piece casting the Spell is moved X cells in a straight line towards the targeted Game Piece”.
7.5.18.
Steals Health
7.5.18.a.
This Additional Effect is applied in Step 8 (where it becomes an Effect on Standby) instead of Step 3. It means: “For each Injury marker placed on the target of the Spell during Step 7, remove one Injury marker from the Game piece casting the Spell”.
7.5.19.
Replace
7.5.19.a.
Whenever a Game Piece is replaced by another, the character’s card is replaced at the same time as the figurine. All the markers (including Injuries markers), Demonic Rewards and ongoing Effects are transferred from the original profile to the new one.
7.5.2.
-X MP
7.5.2.a.
This Additional Effect means: “Place X -1MP tokens on each targeted Game Piece”.
7.5.20.
Exchange of markers
7.5.20.a.
An exchange of markers is not considered as a placement of markers. No markers are created by this effect, it is just a handling of the existing markers.

Example: Merkator’s power “Krobust” is not triggered by Djaul’s attack “Black Humour”.

7.5.3.
+X AP
7.5.3.a.
This Additional Effect means: “Place X +1AP tokens on each targeted Game Piece”.
7.5.4.
-X AP
7.5.4.a.
This Additional Effect means: “Place X -1AP tokens on each targeted Game Piece”.
7.5.5.
+X WATER
7.5.5.a.
This Additional Effect is applied in Step 6 instead of Step 3. It means: “During Step 6 of this Spell, this Spell deals +X WATER Damage to each targeted Game Piece”.
7.5.6.
+X AIR
7.5.6.a.
This Additional Effect is applied in Step 6 instead of Step 3. It means: “During Step 6 of this Spell, this Spell deals +X AIR Damage to each targeted Game Piece”.
7.5.7.
+X EARTH
7.5.7.a.
This Additional Effect is applied in Step 6 instead of Step 3. It means: “During Step 6 of this Spell, this Spell deals +X EARTH Damage to each targeted Game Piece”.
7.5.8.
+X FIRE
7.5.8.a.
This Additional Effect is applied in Step 6 instead of Step 3. It means: “During Step 6 of this Spell, this Spell deals +X FIRE Damage to each targeted Game Piece”.
7.5.9.
Push Back X
7.5.9.a.
This Additional Effect means: “Each Game Piece targeted by this Spell is moved X cells in a straight line away from the Game Piece casting the Spell”.
7.5.9.b.
If at least one of the X cells is an Impassable cell, the targeted Game Piece is moved as much as possible, as long as no Impassable cell is reached.
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