This card game contains 200 unique cards. A listing of the cards is available. Each card is separated into one of 5 card types:
| Type | Description |
|---|---|
| Summon | Cards that attack on behalf of the player |
| Spell | Cards that impact players and other card types |
| Glyph | Cards that react to a certain game condition being met |
| Curse | Cards that negatively affect a specific player |
| Item | Cards that grant situational benefits to a player |
Every card type except Item has a card Cost that must be met prior to playing (referred to as casting) the card. A higher card Cost will designate a card that carries a comparatively more powerful effect.
How To Play
Each player begins the game with 40 Blood. Whenever a player’s Blood becomes 0 or less, they lose the game. All card types except Items cost Blood to Cast. This is designated in the upper left-hand corner of the card by a number. To Cast a card, a player reduces their Blood by the card Cost (number), then the card is revealed in the play area. The play area is referred to as the Circle and will contain every player’s active cards.
Cards can be Cast at any point during a player’s turn. Whenever a Summon is Cast, it is placed in front of the player in the Circle. Summons can attack or become triggered the turn they were Cast. Glyphs and Items are also placed in front of the player in the Circle, and they can also become triggered the turn they were Cast. Whenever a Curse is Cast, it is placed in front of any player in the Circle, and its effects are immediately active on the affected rival.
Players attack with Summons to gain control over the Circle and reduce their rivals' Blood. When committing an attack, the attacking player rolls the Attack die, which is a damage modifier, to determine the success of the attack. The defending player has the option to defend themselves or a Summon they control by rolling the Defense die, which can offset or negate the damage of the attack.
Discarded cards, either from a player's hand or from the Circle, enter the Abyss, a common discard pile. Certain game effects allow players to choose cards from the Abyss back into their hand, which is a primary strategy of the game.
The last player to whose Blood is above 0 is the winner of the game.
For a detailed description on how to play Bloodrite Magicka, please reference the official rulebook.
Card Keywords
| Keyword | Description |
|---|---|
| Circle | Shared play space where non-banished Summons, non-broken Glyphs, active Curses, and non-destroyed Items exist |
| Abyss | Shared discard pile where cast Spells, banished Summons, broken Glyphs, and dispelled Curses are placed |
| Banish | Summon is immediately placed into the Abyss (unless it is a token, then returned to the token pile) |
| Protector | All rivals must attack this summon when initiating an attack against you or summons you control |
| Weakling | This summon cannot attack |
| Blood Sacrifice | A summon you control must be banished as an additional Cost to Cast or trigger |
| Effect | Remain in the Circle until the player's next turn |
| Recover | Increase Blood by the designated number |
| Cleanse | Remove all cards from the Abyss and place them into the box |
| Inflict | Inflict damage equal to the numerical value to a single player or summon (unless specified otherwise) |
| Channel | You must discard a card as an additional Cost to Cast or trigger |
| Dash | Summon can attack any Summon or player ignoring Protector |
| Outcry | Triggers when a summon is banished |
| Influx | Triggers when a summon enters the Circle |