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Back Duel For Cardia Rulebook Preview (Page 6 of 14)
Modifying influence
Some abilities allow you to add influence to a card. Take a modifier with the indicated value from the supply and place it on the appropriate card below that card's influence.
Note: In some cases, you will need several modifiers to represent the needed value (e.g., +7= (1) (1) (1) (1). The values of all modifiers on a card are immediately added to (or subtracted from) that card's influence. They modify the card's influence as long as they remain on the card. If this changes the result of an encounter, move the signet to the card that now wins the encounter. In case of a tie, return it to the supply. Remember: The ability of the card that now loses is not activated.
- You activate your INVENTOR'S (15) ability:
Add +3 influence to any one card and -3 influence to any other card. You choose to add to your INVENTOR. You now win the encounter, so you take the signet from the opponent's card and place it onto yours. The DJINN'S (16) ability is not activated. You then add to the opponent's JUDGE (8) played 2 rounds earlier. That encounter becomes a tie, so you return the signet to the supply.
3. END OF THE ROUND
At the end of the round, draw 1 card from your deck into your hand. If your deck is empty, you cannot draw any more cards. Do not reshuffle your discard pile. You do not lose the game if you cannot draw a card. Note: You always draw exactly 1 card in this phase. Over the course of the game, you can have more or fewer than 5 cards in hand. Then start a new round with phase 1.