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Back Duel For Cardia Rulebook Preview (Page 12 of 14)
SWAMP GUARDIAN: At the end of the round, draw 1 card as usual. You end up with one more card in hand.
MAGISTRA: You must choose one of your played cards that has at least as much influence as your MAGISTRA at this moment (including any modifiers). Resolve the copied ability as if was your MAGISTRA'S and activate it at the MAGISTRA'S position.
INVENTOR: You may place a modifier on the INVENTOR herself as well as on the opposing card.
DJINN: You immediately win the game. Even if your opponent has 5 or more signets (as the number of signets is checked later, in phase 3).
DECK IICLARIFICATIONS
POISOMER: If this card's or the opposing card's influence changes later in the game, this ability is not activated again.
KINESIS MAGE: You must take all modifiers and ongoing tokens from one of your cards. Then place all of them onto one other of your played cards (you may place them on the KINESIS MAGE himself). You may not split them up. If you place an ongoing token onto a card with an ongoing ability that is currently not active, it is activated immediately.
ENVOY: You may place the modifier on the ENVOY himself or on the opposing card.
PRODIGY: As usual, all modifiers are taken into account. You may place the modifier on the PRODIGY himself.
BLACKMAILER: Your opponent must discard 2 cards from their hand before you carry out phase 2. If they don't have enough cards in hand, they discard as many as they can.
ILLUSIONIST: You resolve the chosen ability as usual. Any positions referenced in that ability are resolved in relation to that card, not to the ILLUSIONIST (see p. 17). It does not matter whether the chosen ability has been activated in an earlier round.
COUNSELOR: You win the previous encounter even if it is a tie.
MECHANICAL DJINN: If the following encounter is discarded, the closest encounter in the direction of play now counts as the following encounter (see pp. 10-11).