- This is a game that is equally a competition and a collaboration, remember to fairly consider your opponents arguments or points they bring up when you are determining whether the scenario posed by the Chaos Agent, or runic path made by the Runesmith makes sense!
- Runesmith: Correctly solve five rounds of scenarios posed by the Chaos Agent without running out of power
- Chaos Agent: Create five scenarios that stump the Runesmith
- Choose who is the Chaos Agent and who is the Runesmith
- Place all the tokens on the board as shown in the guide and give the cards to the Chaos Agent
- Give two energy to the Chaos Agent and three to the Runesmith
- At the top of the turn the Chaos Agent chooses the card(s) to play, paying the energy cost indicated in the top left corner.
- They then create a simple scenario based around the element or essence the card(s) indicates, which you can find on the second box down from the top.
- The Runesmith then chooses a base, each of which have different modifiers to the amount of energy
- Next the Runesmith plays the rune tokens into the field of play. Only paths that connect the starting rune to the activation point in the center, taking into account the number of paths needed can be cast.
- The Runesmith casts their runic path and returns the correct amount of energy to the energy pool, taking into account the different modifiers of the base tokens
- The Runesmith explains how they interpreted and utilized the runes and runic paths, and together the Chaos Agent and the Runesmith determine whether or not the runic path was successful.
- If yes, the Runesmith gains 1 energy, plus the energy equal to the amount of runes they played.
- If no, the Chaos Agent gains 2 energy
- At the end of a turn both parties receive 1 energy
- All energy can only be taken from the respective personal energy area, not the larger energy pool.
- The Chaos Agent can pose whatever scenario they wish, but if the Runemaster believes it to be completely impossible they are allowed to challenge the Chaos Agents decision, stating why they believe it to be impossible.
- The modifiers of a base token are not put into effect until after the runic path is cast.
- The total cost of a runic path is determined by the amount of colored tokens on the field of play. Each rune token and colored paths costs 1 energy.
- White paths do not modify the rune and therefore do not cost any energy
- The amount and type of runes on the field of play determines how many paths are required. The top two rows of runes can be cast directly from the rune, to the activation point, but if it is in the bottom row it requires to pass through an extra empty node.
Rune Token Elements and Runic Path Effects
- Earth – Inertia
- Air – Movement
- Fire – Disperse
- Water – Accumulate
- Chill – Support
- Warmth – Sustain
- Light – Change
- Dark – Preserve
- Ember – Intensify
- Clay – Strengthen
- Smoke – Distort
- Mist – Shift
Base Tokens and Modifiers
- Stone – No modifier
- Glass – Breaks the nodes used for the rest of the game, but the Runesmith gains 3 energy
- Cloth – Paths have no cost but the Chaos Agent receives 1 energy per path
- Body – No colored paths can be used, but the Runesmith can take 1 energy from the Chaos Agent
- Paper – Cost is taken from the energy pool, but the amount of energy spent cannot be used for the remainder of the game