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Spells
Sanctum cards are called spells. You cast them onto targets
on the game board to support your groups, advance your strategy, and defeat
your enemy.
Spell Data
Spell Properties
Spell Types
Spell Target Types
Spells in Action
Stages of a Spell's Life
Targeted Spells
Active Spells
Active Spell Lists
Spell Visibility
Squandered Spells
Spell Data
Spell Properties.
- Every spell belongs to a house,
which determines the 2 mana types in its casting cost.
- Every spell has a casting cost, which uses only its house's 2 mana
types.
- Every spell card shows its house immediately below its name.
- Each deck can freely mix and match spells from any houses , as long as
you can pay their casting costs.
Spell Types. Spell types are distinguished
by their duration (how long they last).
- There are 5 types of spells in Sanctum.
- Every spell card shows its spell type immediately below its name.
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Spell Type
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Duration
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Explanation
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alteration
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permanent
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An alteration lasts for the rest of the game.
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conjuration
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temporary
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A conjuration expires after a finite duration, or when a certain
event happens.
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manifestation
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instant
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A manifestation has instant effect, and then leaves play right
away. It never becomes active.
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summoning
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instant
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A summoning has instant effect and zero duration, like a manifestation.
It creates a monster group.
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Hero
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instant
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A Hero spell has instant effect and zero duration, like a manifestation.
It creates a Hero recruit.
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Alterations and conjurations automatically leave play if their host dies or
is destroyed, or if they are explicitly dispelled. Some spells can transfer
to new hosts.
Spell Target Types. Every spell has a target
type, which determines which part of the game board you can cast it on.
- There are 10 types of spell targets in Sanctum.
- Every spell card shows its target type immediately below its name.
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Target Type
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Explanation
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recruit
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These spells are called individual spells. They must be targeted
on a minion of the proper type. You can drop them onto:
- A minion tile
- A group that contains at least one legal minion
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monster
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minion
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recruit group
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These spells are called group spells. They must be targeted on
a group of the proper type. You can drop them onto:
- A minion tile (it will automatically target the whole group)
- A legal group
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monster group
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(minion) group
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square
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Square spells must be targeted on an
empty, unoccupied
square. (They cannot target any square that contains a structure or a
group.)
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terrain
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Terrain spells have the same requirements as square spells. In
addition, they are singleton: Each square always has exactly
1 terrain spell. Whenever a new terrain spell is cast on a square, it
automatically dispels the square's previous terrain spell, and takes its
place.
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structure
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Structure spells must be targeted on a town
or colony. (They cannot target a Sanctum
or Sanctum entrance.)
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globe
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Globe spells must be targeted on the globe.
(The globe is shown in the upper-right corner of the game board.)
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Spells in Action
Stages of a Spell's Life. Each spell goes
through the following stages.
- In deck. A spell in your deck doesn't do anything until you draw
it.
- In hand. You can target spells in your hand for casting or discarding.
Some spells change their casting cost at the start of every turn while
in your hand.
- Targeted. When you issue a valid spell
casting order, your spell becomes targeted. You can change or cancel
your spell casting orders at any time during the player
control phase, until you click Confirm Orders.
- Executing. After both players have clicked Confirm Orders, the game
engine executes all cast spells. Each spell execution either succeeds or squanders
(fails).
- Active. Some types of spells remain in play after they execute, and
continue to affect the game.
When a spell squanders, expires, is dispelled, or otherwise goes inactive,
it leaves play.
Targeted Spells.
- Non-cumulative. Each player may target at most 1 copy of the
same spell on the same spell target each turn.
- If both players cast the same non-instant spell (alteration
or conjuration) on the same target, the side with initiative will win,
and the other side's spell will squander, since
the first side's spell becomes active, and blocks
the second copy.
- However, if both players cast the same instant spell (manifestation)
on one target, they'll both succeed, since the first spell leaves play
right away, and has no effect on the second one.
- Exception: Spells that explicitly state “cumulative” or “may be cast
more than once” can be multiply targeted onto the same spell target in one
turn.
Active Spells.
- When a non-instant spell (alteration or conjuration) executes successfully,
the spell becomes active. An active spell remains in play.
- There can be any number of active spells at the same time. Some long
games can have one hundred or more active spells.
- Every active spell is owned by the player who cast it. Some active spells
affect the enemy player differently from the friendly player.
- Every active spell has a spell target, or host. This
is usually the same minion, group, structure, square, or globe on which the
spell was targeted. Some spells can transfer to new hosts.
Active Spell Lists.
- Each player maintains a full list of all of his or her active spells.
- In addition, each minion, structure, square, and the globe has its own list
of all active spells on itself.
- When you click on a spell target, all visible spells
on that spell target are displayed in the spell list box.
- Spells in an active list are always displayed in casting order (from
oldest to youngest).
Spell Visibility. Every active spell is either
visible or non-visible.
- Visible spells are displayed in their host’s spell list.
- Visible spells can be dispelled.
- Non-cumulative. Each spell target can have at most 1 copy
of each visible alteration or conjuration.
- Exception: Some alterations and conjurations explicitly state
“cumulative” or “may be cast more than once”. These spells are
cumulative. A single spell target can have any number of copies of these
spells.
- Non-visible spells are not displayed in any spell list.
- Non-visible spells cannot be dispelled. They ignore all dispel-effects.
(They last as long as their host does, or until they expire on their own,
if applicable.)
- Cumulative. Each spell target can have any number of copies
of the same non-visible alteration or conjuration.
Squandered Spells. A spell that fails during
execution is said to squander. It leaves play immediately, without any
effect.
- A spell must pass all of its casting requirements before you can target
it for casting.
- A spell must also pass all of its casting requirements at the instant it
executes.
- If any of its casting requirements have become false at the instant it executes,
the spell squanders (fails).
- This usually happens because of the results of previous spells executing
earlier in the same turn. For example:
- Minion, group, and structure spells squander
if their target has died or been destroyed by an earlier spell.
- Minion, group, and structure spells squander
if their target has already left
the board because of an earlier spell.
- Square and terrain spells squander if any
group has appeared in their target square.
- A squandered spell leaves play without effect. It never becomes active.
- A squandered spell does not count as having ever been cast. Some
spells may be cast only once per game. If your first attempt to
cast such a spell squanders, you can try to cast another copy of that spell
later. You can repeat this until you finally succeed in casting the spell
once.
v2.10.00 Last updated 2005/08/05
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