®
Set aside the Casting Cards.
Divide the Casting Stones
Place the remaining Stones in
Players are now ready to cast!
Collectible Stones & Card Game
21. Draco Malfoy
F
F
CONCORDANE OF
TM
CONTENTS OF
OBJECTIVE
STARTER SET
• 1 Tower Mat
Casting StonesTM Game
Starter Set
Instructions
TM
CASTER’S MANUAL
CASTER’S MANUAL
TM
A Magical game of Collecting,
8 and Up
2 players
Casting, and Conquering
(converts into a sack to carry
your Casting Stones )
• 12 Casting Stones
TM
TM
(2 Silver, 4 White, 6 Brown)
• 2 Casting Cards
(1 Double Potion, 1 Charms)
• 12 Turret Gems
(6 of two different colors – red, green,
yellow or blue. Contents will vary.)
TM
You hold in your hands an ancient
game of both skill and luck, played by
wizards of all ages – the game of
Casting StonesTM.
The objective is simple. You and your
opponent compete with your Casting
TM
Stones , conjuring Spells, Potions and
Charms until one of you conquers four
adjacent Turrets around the Tower
Mat. The first to do so wins the game.
CONCORDANE OF
CASTING STONES
CASTING STONES
Following is a list of all the Casting Stones
issued in the first edition of the game. You can
look up a picture of each Casting Stone—along
with its Name, Type and Rarity—on the chart
included on the back of these instructions.
Be aware, some Stones are much harder to find
than others. The easiest to locate are listed as
Common, followed by Uncommon, then Rare,
Rare Foil, with black Chasers being the hardest
to find of all. Good luck!
1. Dumbledore
2. Mirror of Erised
3. Dragon’s Blood
4. Dumbledore’s
Wand
5. Lemon Drops
6. Voldemort
7. Voldemort’s Wand
8. Unicorn Blood
9. Put-Outer
10. Green Light
11. Harry Potter™
12. Harry’s Wand
13. Hedwig (Owl)
14. Flute
15. Phoenix Feather
16. Professor Quirrell
17. Turban
18. Garlic
19. Dragon Egg
20. The Dark Forces:
A Guide to Self-
Protection
22. Eagle Owl
23. Ron Weasley
24. Scabbers (Rat)
25. Black Knight
26. Hermione Granger
27. Bluebell Flame
28. Alohomora
(Opening)
29. Hagrid
30. Pink Umbrella
(16 Oak Wand)
31. Norbert
(Norwegian
Ridgeback)
32. Fang
33. Violet Light
34. Neville
Longbottom
35. Remembrall
36. Trevor (Toad)
37. Professor Snape
38. Horned Slugs
39. Porcupine Quills
40. Root of Asphodel
41. Infusion of
Wormwood
42. Bezoar
43. Goyle
44. Dried Nettles
45. Crushed Snake
Fangs
46. Cauldron
47. Magical Drafts
and Potions
48. Professor
McGonagall
49. White Queen
50. Snuff Box
51. Needle
52. A Beginner’s
Guide to
Transfiguration
53. Professor Binns
54. A History of
Magic
55. Professor Sprout
56. Fungi
57. One Thousand
Magical Herbs
and Fungi
58. Bloody Baron
59. Peeves
60. Crabbe
61. Lily Potter
62. Lily’s Wand (10
Willow Wand)
63. James Potter
64. James Potter’s
Wand (11
Mahogany Wand)
65. Nicolas Flamel
66. Shield
Gryffindor
67. Shield Slytherin
68. Shield
Hufflepuff
69. Shield
Ravenclaw
70. Music
71. Love
72. Ptolemy
73. Merlin
74. Grindelwald
75. Professor
Flitwick
76. Emeric the Evil
77. Uric the Oddball
78. Ronan
79. Bane
80. Firenze
81. Mars
82. Telescope
83. Elixir of Life
84. Dittany
85. Black Flames
86. Purple Fire
87. Locomotor
Mortis (Leg
Locker)
88. Petrificus
Totalus
89. Brass Scales
90. Crystal Phials
91. Devil’s Snare
92. Galleon
93. Knut
94. Griphook
95. Parchment
96. Potion Bottles
97. Quills
98. Sickle
99. Standard Book
of Spells
100. Mouse
101. Bat Spleen
102. Beetles Eyes
103. Curse of the
Bogies
104. Snitch
105. Dragon Liver
106.
Weasley
Sweater
107. Eels Eyes
108. Fangs
109. Gold
110. Feather
111. Holly
112. Cat
113. Mistletoe
114. Troll
115. Flying Keys
© 2001 Mattel, Inc., El Segundo, CA 90245 U.S.A. All Rights
Reserved. ® and ™ designate U.S. trademarks of Mattel, Inc.,
except as noted.
HARRY POTTER, characters, names, and related indicia are
trademarks of Warner Bros. ©2001.
2-YEAR LIMITED WARRANTY Mattel, Inc. warrants to the original
consumer purchaser that this product will be free of defects in
material or workmanship for two years (unless specified in
alternate warranties) from the date of purchase. If defective, return
the product along with proof of the date of purchase, postage
prepaid, to Consumer Relations, 636 Girard Avenue, East Aurora,
New York, 14052 for replacement or refund at our option. This
warranty does not cover damage resulting from accident, misuse,
or abuse. In no event shall we be responsible for incidental or
consequential damages (except in those states that o not allow
this exclusion or limitation) Valid only in U.S.A. This warranty gives
you specific legal rights and you may also have other rights, which
vary, from state to state. Some states do not allow the exclusion
of incidental or consequential damages, so the above exclusions
or limitations may not apply to you.
116. Silver
117. Wingardium
Leviosa
118. Snarled Claws
119. Spine of Lionfish
120. Unicorn Hair
121. Sorcerer’s Stone
122. Sorting Hat
123. Cloak of
Invisibility
124. Nimbus Two
Thousand
125. Fluffy
A
A
WHAT ARE CASTING STONES ?WHAT ARE CASTING STONES ?
Casting Stones™ comprise the heart
of this game. Each is a coin-like
stone with a rune (symbol) on one
side and a number on the other.
Each rune represents something
magical from the wizarding world;
this particular series of Casting
Stones™ focuses on the fantastic
events at Hogwarts School of
Witchcraft and Wizardry.
Casting Stones™ come in three
colors. Each color represents a
different category of Stone.
Silver: Is a Character
White: Is an Artifact
Brown: Is an Element
A fourth type of Stone exists.
These black Stones are called
Chasers and they are v
Advanced Games, Chasers are wild
– they can become Character,
Artifact or Element Stones as the
player wishes.
By casting different combinations
of symbols and numbers with your
Casting Stones™ you can create
various Spells, Potions and
Charms to battle your opponent.
GAME SUMMARY
In many ways, the Game of Casting
Stones is a lot like the old Muggle
game “Rock-Scissors-Paper” except
that in this case it is “SpellsPotions-Charms.”
You and your opponent start the
game with 5 Casting Stones. These
5 Stones form your Casting Hand
You throw your Casting Hand to
generate Spells, Potions or Charms.
Each turn you make is called a
cast. If either you or your opponent
fails to cast a Spell, Potion or
Charm after your first throw, you
may choose to cast any or all of
your Stones a second time. You are
each allowed two casts per turn.
BASIC GAME
∑ Set aside the Casting Cards.
You don’t need the Cards to play
the Basic Game.
∑ Open the T
center of your playing surface.
Position the Mat so that both
players are seated behind one of
the Turrets with the five small
Casting Circles in front of it.
∑ Divide the Turret Gems
Each player chooses what color
Turret Gem they wish to play and
sets all six Turret Gems of that
color in a line to their left.
∑ Divide the Casting Stones
Place all the Casting Stones,
symbol side up, in the center of
Vault
Area
Turret
ery rare. In
GETTING STARTED
ower Mat in the
Spell
™.
.
Player One
Gryffindor
Turret
You have a Potion if you cast
symbols on all
your Stones.
Potion
You have a Charm if you cast
numbers on all
6
your Stones.
10
Charm
4 6
You have a Spell if your cast yields
symbols on 1 Character (Silver)
Stone, 1 Artifact (White) Stone, and
1 Element (Brown) Stone, and
numbers on the remaining two
Stones.
Spell
If, after 2 casts, you have not
generated any of the above
combinations, you have a Bungle
This is a failed cast.
Once you and your opponent
complete your casts, compare them
to determine who wins that turn:
Spell beats Potion
Potion beats Charm
Charm beats Spell
Depending on the winning cast, the
victor of that turn is granted
different powers. For example, a
winning Spell allows the winner to
place a Turret Gem™ on one of the
Turrets surrounding the Tower Mat.
You will come to realize that Spells
are the most important cast in the
game. They are the only cast that
allows you to place Turret Gems™
.
on the Tower Mat, and placing
Gems in a row upon four adjacent
Turrets is the only way to win.
Potions allow you to aff
contents of your
Charms allow you to attack
contents of your opponent
Hand.
REMEMBER: Once a player
succeeds in placing 4 Turret Gems™
side-by-side on 4 Turrets around the
Tower Mat, that player wins and
game is over.
the Tower Mat. Beginning with
the youngest player, both players
take turns selecting one Stone at a
time until they each have five
Stones in their Casting Hands.
Both players must
Character (Silver) Stone, 2
Artifact (White) Stones, and 2
Element (Brown) Stones to
complete their Casting Hands.
∑ Place the remaining Stones in
the “Vault”.
The V
the Tower Mat where you store
extra Casting Stones. Take the
two Casting Stones that neither
player selected and place them in
the Vault.
∑ Players are now ready to cast!
Casting Hand.
choose one
ault is an area to the side of
Tower
Mat
3
3
ect the
the
’s Casting
Charms
Turret
B
B
THE BASIC GAMETHE BASIC GAME
SEQUENCE OF PLAY
A Basic Game of Casting
Stones™ is played in a series
of turns, and each turn is
comprised of 5 steps:
1. Both players cast (throw)
their Casting Stones.
2. Both players take their
Second cast if they require
one, re-casting any or all of
the Stones in their Casting
Hand.
3. Compare the casts and
determine who won the turn.
4. The winner executes his
victory action.
6
5. Whoever won the turn casts
first on the following turn.
Let’s explore each step in
more detail.
.
(FOLLOW THE
INSTRUCTIONS BELOW
STEP BY STEP TO PLAY A
PRACTICE GAME. WHEN
BOTH PLAYERS
UNDERSTAND THE GAME
YOU CAN PLAY FOR
REAL.)
THE CAST
1. Both players cast their
Casting Stones.
When casting your Stones, you
and your opponent take turns.
During the first turn of a new
game, the youngest player
casts first, followed by the
oldest player.
To perform a cast, hold your 5
Casting Stones in both hands
about six inches above the
table. Shake the Stones
vigorously at least three times,
and then drop them all at
once in front of you (they do
not need to land on the Tower
Mat).
If the Stones land on top of
each other unstack them,
leaving whichever side was on
top face-up.
Sometimes the Stones land on
their side, sticking straight up.
This is called a Leaner. With a
Leaner, you can tip the Stone
whichever way you desire,
toward a picture or a number
as you require. But don’t be
hasty! Figure out what you
need before you tip the Stone
because once you tip it, you’re
stuck with your choice.
Note: You must tip all Leaners
before the second cast begins.
As mentioned above,
depending on which sides are
face up when the Stones land
determines whether you have
cast a Spell, Potion, Charm.
A Spell
6
3
When a cast shows symbols on 1
Character (Silver) Stone, 1
Artifact (White) Stone and 1
Element (Brown) Stone, and
numbers on the remaining two
Casting Stones, you have conjured
a Spell. A Spell will beat any
Potion your opponent throws. The
cast must show two numbers–the
numbers determine how powerful
your Spell is. If both players
throw a Spell at the same time,
add the numbers cast with each
Spell then compare the totals to
decide which is more powerful. If
the Spells are a tie, no one wins
that turn and the players must
cast a new Hand.
A Potion
If all 5 Casting Stones land
symbol-side up, you have pictured
a Potion. A Potion will beat any
Charm your opponent throws. If
both players cast a Potion, they
have a tie (2 Potions are always a
tie); no one wins that turn and
the players must cast a new
Hand.
Note: You may throw a Potion
with any combination of Casting
Stones. You do not need to have
one of each kind as you do for a
Spell (i.e. a Potion could be
thrown with only Element
[Brown] Casting Stones).
A Charm
6
10
4 6
3
If all 5 Casting Stones land
numbered-side up, you have
calculated a Charm. A Charm will
beat any Spell your opponent
throws. If both players throw
Charms, add up the numbers on
both sets of Stones and compare
the totals to determine who has
the most powerful Charm. If the
Charms are a tie, no one wins
that turn and the players must
cast a new Hand.
Note: You may throw a Charm
with any combination of Casting
Stones. You do not need to have
one of each kind as you do for a
Spell (i.e. a Charm could be
thrown with only Artifact [White]
Casting Stones).
SECONDS
2. Both players take their second
cast if they require one.
Either player may choose to keep
the combination of symbols and
numbers showing after their first
cast. However, if they failed to
throw a Spell, Potion or Charm
they may choose to cast any or all
of their Casting Stones a second
time to get the combination they
want.
Whoever cast first in Step 1 goes
first again and decides whether or
not they want to make a second
cast. If they decide to cast again,
their opponent waits until they
finish. The opponent may then
make a second cast if they want
one.
To make a second cast, choose
the Casting Stones from your
first cast that you want to keep
and place them in the small
Casting Circles located on your
side of the Tower Mat.
3
Then take your remaining Casting
Stones and cast them as you
would normally. These new
Casting Stones are immediately
placed on the empty Casting
Circles with the Stones you chose
to keep from your first cast.
After the Second cast, players
must go with whatever
combination they are left with. If
they still haven't thrown a Spell,
Potion or Charm, they are left
with a Bungle and have failed
their cast.
AND THE WINNER
IS…?
3. Compare the casts and
determine who won that turn.
To determine who wins the turn,
remember that:
Spell (3 Symbols + 2 Numbers)
BEATS
Potion (Symbols Only)
Potion (Symbols Only)
BEATS
Charm (Numbers Only)
Charm (Numbers Only)
BEATS
Spell (3 Symbols + 2 Numbers)
And any good cast (Spell, Potion
or Charm) always beats a Bungle.
REWARDS
4. The winner executes his
victory action.
When you win a cast, here’s what
you can do.
SPELL beats POTION: PLACE
A TURRET GEM™
∑ Place a Turret Gem on the
empty Turret of your choice.
Remember that you need to get
four Turrets in a row to win!
POTION beats CHARM: SWAP
You must choose one of the
following options:
∑ Swap one of your in-play
(already on a Turret) Turret
Gems™ with an adjacent Turret
Gem belonging to your
opponent. This is a great way
to prevent your opponent from
getting four in a row.
∑ Swap one of the Casting
Stones in your Casting Hand
for any Casting Stone in the
Vault.
CHARM beats SPELL:
KNOCK-OUT
You must choose one of the
following options:
∑ Knock your opponent’s
Turret Gem off its Turret and
back into its owner’s line.
∑ Knock one of your
opponent’s Casting Stones into
the Vault. Your opponent must
choose a new Casting Stone
from the Vault (players may
not choose the Casting Stone
that was just knocked into the
Vault).
Note: The Knock-out is the
most effective way to prevent
your opponent from placing
Turret Gems on Turrets–if you
Knock their Character Stone
into the Vault, they will be
unable to Cast any Spells until
recovering it.
WHO GOES NEXT?
5. Whoever won the turn casts
first on the following turn.
The winner of the previous
turn must cast first on the next
turn. This allows the loser of
the previous turn a chance to
see what their opponent casts
before they cast their own
Stones; they can adjust their
attack accordingly. For
example: if they see that their
opponent has cast a Spell, they
realize that they need to cast a
Charm to beat it.
ENDGAME
Once a player has taken over
four adjoining Turrets on the
Tower Mat, the game is at an
end. Kind wizards celebrate by
shaking hands with their
opponents. Dark wizards tend
to gloat.
That’s all you need to know to
play a Basic Game of Casting
Stones! Take some time to play
several games. Once you feel
comfortable casting Spells,
Potions and Charms, then it
will be time to move on to the
Intermediate Game where you’ll
learn how to add some punch
to your Hand with Casting
Cards!
D
D
ADVANCED GAMEADVANCED GAME
The Advanced Casting game introduces
a new level of complexity to Casting
Stones by moving you beyond the
confines of your Starter Set. In order to
play the Advanced Game you will need
to collect additional Casting Stones and
Casting Cards to build up your Casting
Hand.
COLLECTING CASTING STONES
Casting Stones is a collectible
part of the fun is trying to find the
Stones and Cards you need to complete
your collection. This edition of the game
has 70 different Casting Cards and 125
Casting Stones for you to collect (for a
full list of Casting Stones, see the chart
included on the back of these
instructions.)
Your Starter Set contains 12 Casting
Stones and 2 Casting Cards, everything
you need to play the Basic and
Intermediate Games. “
contain 4 Casting Stones and 1 Casting
Card you can use for Advanced
Gameplay. Refill Sets are how you build
your collection, and they're available at
toy stores, game stores and bookstores
everywhere. Each set sold separately
and subject to availability.
Both you and your opponent will need
to buy at least one Refill Set apiece to
play the Advanced Game.
Refill Sets”
CASTING HANDS (ADVANCED)
To play an Advanced Game, you and
your opponent must each have 10
Casting Stones and 3 Casting Cards in
your Hands. Note: Y
more than 3 Casting Cards as long as
you and your opponent have agreed to
this and you both play with the same
number of Cards.
Set up the game the same way you
would for Intermediate play; but this
time, instead of 1 Casting Card you will
have at least 3 Casting Cards face-up in
your Library.
Choose 5 Casting Stones for your
Casting Hand and place the remainder
Vault.
in your
ou may play with
THE VAULT (ADVANCED)
That’s right. “
Advanced Game, each player gets their
own private
shared with your opponent as it was in
the Basic and Intermediate Games.
What is stored in your Vault is for you
and you alone. Your opponent cannot
touch anything
player should set up their Vault on
opposite sides of the Tower Mat.
Your” vault. In the
Vault. This Vault is not
you keep there. Each
ADVANCED CASTING
The Advanced Game follows the same
turn sequence as the Intermediate Game
as well as the same rules regarding
Casting Cards. The only real change
involves the Casting Cards themselves.
CASTING CARDS (ADVANCED)
The Casting Cards you collect in Refill
Sets will differ significantly from the
Double Potion and Charms Casting
Cards you received in your Starter Set.
The Double Potion and Charms Cards
allowed you to use any
Hand to make them work. The
Advanced Casting Cards require specific
Casting Stones to work, and they only
work if the Casting Stones the Card
E
E
Stones in your
QUICK-REFERENCE CHARTQUICK-REFERENCE CHART
Seem like a lot to keep track of? The following
chart makes it easier than turning beetles into buttons.
MAGIC TYPE
SPELL
game—
specifies are cast exactly as they
appear on the Card. You must also
win the turn for these Cards to work.
In the advanced game, COUNTER
SPELLS on Casting Cards play just
like SPELLS, even if the Casting
Stones pictured are different than a
normal spell. If you cast the Counter
Spell shown on a Casting Card, score it
just like a spell and then take the card
out of play by turning it over. Once the
Casting Card with the Counter Spell is
out of play, the Counter Spell
combination is no longer a valid spell.
The Cards may make other specifications as well, such as requiring you to
control certain Turrets on the Tower
Mat with your Turret Gems™, etc.
Note: Every condition listed on the
Card must be met to use the Card.
Draco Malfoy
a
E
y
o
f
l
a
M
o
c
a
r
D
25
15
e
b
ab
r
C
™
m
e
G
t
e
r
r
u
T
a
r
e
e
c
h
a
t
l
y
P
l
S
e
h
t
d
n
a
e
e
c
i
h
o
t
h
s
c
l
o
r
t
n
o
c
t
n
e
n
n
o
a
p
p
™
o
m
e
G
t
e
r
r
u
T
r
u
o
y
n
i
r
e
h
t
y
l
S
d
l
e
i
h
S
l
w
O
e
l
g
5
1
5
1
15
e
l
y
o
G
r
u
o
y
f
o
t
e
r
r
u
t
e
h
t
n
o
r
u
o
y
f
I
.
t
e
r
r
e
u
c
t
a
l
n
p
i
,
t
e
r
r
u
.
t
™
n
i
m
r
e
e
h
G
t
y
t
l
e
S
r
r
u
T
s
i
h
e
v
o
m
e
r
d
Place a
Turret
T
M
&
Gem
©
20
0
1
W
A
R
Swap
NE
R
BR
OS
.
Knockout
The “Draco Malfoy” Card is typical of
this type of Casting Card. As you can
see, it is much more specific than the
Double Potion or Charm. In order to
make this particular Card work, you
will need to have the Draco Malfoy,
Eagle Owl, Shield Slytherin, Crabbe,
and Goyle Casting Stones in your
Casting Hand (You won’t get all of
these Stones in your Starter Set. That’s
where collecting comes in.). Once you
have the proper Stones in your Hand,
the Casting Card tells you the proper
way to throw them: Draco Malfoy, the
Eagle Owl and Shield Slytherin need to
be picture-side up while Crabbe and
Goyle need to be number-side up. If
you succeed in casting this combination,
you gain the bonus play indicated on
the bottom of the card.
You must
did indeed cast the right Stones to
show your opponent that you
satisfy your Casting Card.
Once a Casting Card has been
successfully used, it must be turned
face-down and remains out of play until
the end of that game.
SWAPS AND KNOCK-OUTS
(ADVANCED)
To make the Advanced Game even
more interesting, your Casting Cards
now become vulnerable to Swaps and
Knock-outs just like your Casting
Stones.
CHARM beats SPELL: KNOCK-OUT
∑ Knock one of your opponent’s in-play
(face-up) Casting Cards out of play and
into their Vault.
POTION beats CHARM: SWAP
∑ Swap one of your in-play (face-up)
Casting Cards for any Card that is in
your Vault.
GAME HINTS & STRATEGIES
When designing your Casting Hand,
remember that a number of excellent
Casting Cards are connected to specific
Casting Stones. With this in mind, try
designing your Hand around a theme.
Perhaps you’ll be interested in the
Harry Potter™ Hand, or the Voldemort
Hand, or maybe even give Hermione or
Ron Weasley a try. Whichever way you
decide to go, the possibilities are
endless!
POTION CHARM
6
Spell
Charm
Potion
Counter
Spell
10
4
THE CAST
6
63
3
Basic
Game
Only
Hufflepuff
Turret
Pot i ons
Turret
Slytherin
Turret
Turret Gems™ Line
Player Two
A Tower Mat at the beginning of play
Ravenclaw
Counter-
Spell
Turret
Casting
Card
Intermediate
& Advanced
Turret
Library for
Game Play
Only
C
C
INTERMEDIATE GAMESINTERMEDIATE GAMES
The Intermediate Game is
almost identical to the Basic
Game. The only difference is
the introduction of Casting
CASTING CARDS
CASTING CARDS
(INTERMEDIATE)
(INTERMEDIATE)
Casting Cards are enchantments that
add to the effect of a Spell, Potion or
Charm. By casting the combination of
Stones listed on your Casting Card,
you are allowed whatever victory
Cards.
action the Card entitles you to. Every
Starter Set comes with the same two
Casting Cards—a Double Potion and a
Charms Card. Let’s examine what they do.
“Double Potion”, “Charms”
The Double Potion Card requires that
you cast a Potion two turns in a row, and
the Charms requires that you cast a
Charm two turns in a row. With these
Cards it doesn’t matter if you win the
turns or not—as long as you successfully
cast two Potions or two Charms in a row,
you will gain the benefits listed on those
Cards. In this case, as the Cards indicate,
a Double Potion allows you to Swap two
of your Turret Gems™ or Casting Stones,
and a Charms allows you to Knock-out
two of your opponent’s Turret Gems™ or
Casting Stones. (See the Quick Reference
Table for symbols and their meaning.)
Note: Only the Charm and Double Potion
Cards allow you their bonus even if you
fail to win the turn. All other Casting
Cards require you to win the turn in
order to gain the benefits of those Cards.
THE LIBRARY
When setting up for an Intermediate
Game, after you and your opponent
have chosen your Casting Stones
divide the Casting Cards. Place the
Cards face-down on the table and have
the youngest player select one. The
oldest player takes the remaining Card.
Both players place them face-up in
front of them. This is called the
Library. As long as Cards in the
Library are face-up they may be used,
but they may only be used once
game. After you have successfully used
a Card, turn it face-down, placing it
out of play. Face-down Cards remain
out of play until the end of the game.
And that’s all there is to the
Intermediate Game. You now know
everything you need to use your
Starter Set.
per
VICTORY
TYPE
VICTORY
EFFECT
VICTORY
ACTIONS:
BASIC GAME
(YOU MAY ONLY
CHOOSE ONE
ADDITIONAL
VICTORY
ACTIONS:
ADVANCED
GAME
Spell beats potion
or a bungle
PLACE A
TURRET GEM
•Place a Tower Gem on the
empty Tower of your choice.
)
Potion beats charm
or a bungle
SWAP
•Swap one of your inplay Turret Gems™ with
an adjacent in-play Turret
Gem belonging to your
opponent.
•Swap a Casting Stone in
your Casting Hand with
any Casting Stone in the
Vault.
•Swap your in-play
Casting Card with any
Card in the Vault.
Charm beats spell
or a bungle
KNOCK-OUT
•Knock one of your
opponent’s in-play
Turret Gems™ from its
Turret back into your
opponent’s line.
•Knock one of your
opponent’s Casting Stones
from their hand into the
Vault.
•Knock your
opponent’s in-play
Casting Card into the
Vault.
42750-0920G1