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2 Other Game Objects

  • Use gemstones or other game pieces to represent control of stones in the realms.
  • Stones start in the center of a realm and when seized, move to that player’s side.
  • It’s possible for stones to be banished or moved around The World.
  • Stones still exist in inactive realms, although they can’t be interacted with.

Players should use dice, markers, or some other visible method to track their energy, actions, and other resources such as faith.

  • Energy is a resource gained automatically at the start of each round. It’s used to pay costs of cards when played from your hand.
  • At the start of each round, you gain energy equal to the current round number, plus one energy for each stone you control.
  • Unused energy is lost at the end of each round.
  • Actions are a resource gained automatically at the start of each round. An action is used to play a card from your hand, attack, draw, or use other abilities that require actions.
  • You gain 3 actions at the start of each round.
  • Unused actions are lost at the end of each round.
  • Faith is a resource generated by specific cards. Some cards also allow you to spend faith.
  • You can only spend faith once per round.
  • Faith carries over between rounds.
  • Using a faith ability (an ability that requires spending faith) uses a turn, and counts as a free action.
  • Tokens are a type of virtual card created by card abilities. 
  • Tokens don’t start the game in your main deck. They may start the game in a separate area called the archive.
  • Tokens can’t exist in a player’s hand, deck, banishment, or The Abyss. If a token goes to one of these areas, it stops existing as soon as it arrives.
    • This means tokens do trigger “when dies/destroyed” and similar abilities before they stop existing.
  • If an effect creates a copy token, the copy token is created in the same realm as the object that was copied, or the last realm it was in if it’s not in The World.
  • Tokens have 0 cost. This takes precedence over any copied cost or other cost-changing effects.
  • When a token is created, you have the option to use some kind of stand-in game piece to represent the token or to use a printed card version.
  • If you use a stand-in to represent the token, that token is the basic version, meaning it has only the characteristics defined by the effect that created it. 
  • If there’s no type specified, the token is a Wonder.
  • If there’s no power specified, the power is 1.
  • If there’s no cost specified, the cost is 0.
  • Stand-ins have the same orbital(s) as the card that created them. Printed tokens may have different orbitals.
  • Don’t use a stand-in to represent a printed token. 
  • Don’t use a printed token to represent a stand-in.
  • Use stand-ins that are reasonably easy to identify and differentiate on the table. It’s recommended to use a physical reminder of the stand-in token’s base power.
  • If you use a printed version of the token, that token has all the stats and abilities printed on the card. Printed tokens may include additional classes, abilities, and other stats that make the card different from the token’s basic version.
  • A printed token must adhere to the minimum requirements of the effect that created it. This means it must contain at least the terms specified in the creating effect.
  • You may use tokens with additional classes, abilities, or other terms, as long as the required terms are a subset of the specified terms.
  • For example, if an ability says “create a 4-power Angel token,” you can use a printed token with power 4 and classes Angel, or Angel Viking, or Angel Knight. But you could not use a printed token card that is not an Angel or does not have 4 power.
  • For example, Power of Bloodlines says “Sacrifice a Wonder. If you do, create four 1-power Undead token Wonders distributed in any realms. They get the same classes as the sacrificed Wonder.” If a player sacrifices an Angel, they can use any printed Wonder tokens that meet the minimum requirements: 1-power, with the classes Undead and Angel. In this case they could even use four different tokens, such as an Undead Wolf Angel and an Undead Angel Hero with flying, assuming those printed versions are in that player’s archive.
  • Minimum requirements may include the token name. If a card creates a Bella token, you can use a printed token named Bella, or a printed version named Bella The Brave.
  • As with the other minimum requirements, when an effect creates a token copy of something, the printed copy token must have the same type, such as Wonder, item, spell, or land. You can’t use a printed Copy Item token to represent a copied Wonder token.
  • A token with a star in its power stat can represent any power, which is set when it’s created.
  • Printed tokens start the game in your archive (previously known as token deck). Each printed token has a DBS score, added to the total score of the main deck.
  • When a printed token would stop existing, such as when it’s put in The Abyss, it’s not eligible to be used in the game again. It doesn’t return to the archive.
  • Tokens can be Wonders, items, spells, or lands.
  • When a spell token is created, it has an effect from the archive, enters The Abyss, and then ceases to exist in the game. It can’t be used more than once.
  • If a spell token would be created but no eligible printed spell token is available in the archive, a stand-in spell token may be used, but it has no effect, enters The Abyss, and subsequently ceases to exist.
  • Spell tokens aren’t played and don’t arrive. An effect may create a spell token in a specific location, which may or may not be relevant, depending on the spell effect.
  • Counters are markers used to track ongoing modifications to the game. Counters can be put on cards or players. Some counters define what they do on the card that creates them, (such as meat counters and spin counters.) Other counters have built-in effects. Some counters with built-in effects include:

    • Shield counters
    • +1 and -1 counters
    • Celestial counters
    • Null counters
  • When a card’s location changes from one area to another, such as from The World to The Abyss, remove all counters and effects from it.

  • When a card becomes nullified, this doesn’t affect counters on it.

  • For example, a Wonder can be nullified and a celestial counter on it will still give it ascend.