| Designed by | Jorge Arroyo |
| Players | 2 (Works with 1-4) |
| Length | 20m |
| Extra Material | Some markers, a die for each player |
A game of spell casting and dueling.
Introduction
This game depicts a battle between 2 (or more) wizards that cast spells at each other by using magical runes with different symbols. Each suit in the decktet represents a rune. Cards can have from 1 to 3 runes that wizards can use in their spells.
Two types of runes
First, there are the Energy Runes: Suns, Waves and Leaves. These runes are used to power up different type of spells, but by themselves don't produce any effect.
Then there are the Activation Runes: Moons, Wyrms, Knots. They draw power from earlier energy runes to produce a variety of magical effects.
Basically, the type of activation rune determines how the energy is used, specifically:
- Moon Runes direct energy at the caster. These spells are usually about protection/healing
- Wyrm Runes violently direct the energy at a target. These spells usually damage the target in some way.
- Knot Runes weave the energy to create more elaborate spells that can be directed to anyone.
Spell Sequences
Each turn, players choose a card secretly and then reveal it at the same time. Each player then plays the card face up in front of them. If there are cards already on the table in front of them, the new card is placed over the old one but displaced a bit to the right, so the suits from older cards can be seen. This is the spell sequence.
The Runes from the cards a player has on the table can be used as energy for one spell that can be activated by an Activation Rune played on the current turn. So spells cannot be activated using activation runes from earlier turns, while energy remains and can be used for later turns. Multiple spells can be activated in a turn as long as they use different runes, so each energy rune can only power one spell up each turn and each activation rune can only activate one spell per turn.
There is a limit of 4 cards on the spell sequence, so older cards get discarded as new ones are played.
Setup
Shuffle the decktet (including pawns but leave the Excuse out). Place the excuse around the middle of the deck and then deal each player 5 cards. Leave the decktet within easy reach for all the players.
Each player gets a 12 sided die (or 12 generic markers) and places it in front of them showing the largest numbered side. The die represents the wizard's health points. (If players of different skill are playing together, consider lowering the starting health points for the more experienced player).
A variety of markers can be used to represent spell effects that remain for more than one turn. Color Beads, die, etc… (or just pen and paper).
Game play
Each turn all the players secretly choose a card (unless a player is "confused" see below). When everyone is ready they all reveal it simultaneously and place it on their spell sequence to the right of their last placed card, so that suits from all earlier cards can be seen.
After that, spell effects are resolved in this order: Moon Runes, Wyrm Runes, Knot Runes. If more than one player is casting a spell of the same type, the player that played the highest numbered card resolves their spell first. If two players activate a spell in the same phase with the same number on the card, they are considered simultaneous (so if both spells kill their targets, both players die and the game ends in a draw).
Spells are activated by specifying an Activation Rune from the card just played and stating what other energy runes from the whole spell sequence will be used to power it (including ones available on the card just played). If the last card played has two activation Runes or more, then more than one spell can be cast in this turn but each one must use different energy runes, as each one can only be used for one spell each turn.
Here are the spell effects for the Basic Game:
| Caster (Moons) | Enemy(Wyrms) | Spell (Knots) | |
| Sun | Resist Cold | Fire Ball | Haste |
| Waves | Resist Heat | Ice Bolt | Invisibility |
| Leaves | Heal | Drain | Amnesia |
| Nothing | Shield | Hit | Confusion |
| Any activation rune + one other activation rune used as energy = Counter Spell |
| Any activation rune + the other two activation runes used as energy = Magic Mirror |
- Resist Cold - The caster is immune to cold attacks for as many turns as activated Sun Runes. Player is protected starting this turn.
- Resist Heat - The caster is immune to heat attacks for as many turns as activated Waves Runes. Player is protected this turn.
- Heal - The caster immediately recovers as many health points as leaves activated.
- Shield - The caster is protected from: Hit, Confusion and Drain spells this turn
- Fire Ball - The target loses as many hit points as suns activated (unless protected from Heat)
- Ice Bolt - The target loses as many hit points as waves activated (unless protected from Cold)
- Drain - The target loses as many hit points as leaves activated and the caster recovers the same number of points (unless a Shield is in effect).
- Hit - The target loses one hit point (unless a Shield is in effect).
- Haste - The target gets to play two cards each turn for as many turns (starting next turn) as suns activated. The first card will be solved by the all the players under a haste spell first, and then the second one will be solved with everyone else. So players under this spell get an extra mini-turn to cast spells or play energy runes before the regular turn is solved.
- Invisibility - The target cannot get targeted by anyone else for as many turns as waves activated. Player is invisible starting next turn but might be protected on the same turn the spell is cast if targeted with a knots spell of a lower/equal value than the card used for this spell.
- Amnesia - The caster turns face down as many cards from the target's spell sequence as leaves activated. Caster can choose which cards. The face down cards remain in the sequence but cannot be used by the wizard. They leave play normally when enough turns have passed. Note that if due to timing rules the target of the Amnesia spell has his last played card turned face down before he was able to activate a spell with that card, that spell is lost (This can happen if it's a knot card with a lower value than the card used for the Amnesia spell).
- Confusion - The target has to randomly place his card next turn.
Special Spells
These two spells are casted with runes from the hand of the player. The player must discard a number of cards containing at least one of each required rune. These spells can be cast at any time during a turn.
- Counter Spell: The target of this spell will not be affected by spells cast on them (either by their opponent or themselves) this turn. This works for all Moons and Knots spells plus the drain spell (the other damaging spells do their damage by physical means).
- Magic Mirror: Any effect cast on the target is reversed and is instead applied to the caster with the original target being considered the new "caster". The reflected spell works normally and can be stopped by the usual spells, even a Counter Spell and another Magic Mirror (Fire Ball is still stopped by Resist Heat, etc…)
After all the activated effects have taken place, players draw up to 2 cards so their hand never exceeds the maximum total of 5 cards. Any player that has more than three cards on their spell sequence, must remove the oldest card (or cards) so that only three cards remain there. Then a new turn is started.
Whenever a player draws the Excuse, the remaining cards are shuffled together with the discard pile to make a new draw deck. Then the Excuse is placed around the middle of the deck.
The End
When only one living wizard remains, the game ends and that player wins the game.
Variants
Solitaire: The game can be played solo by playing the opponent's cards randomly from the deck. This may not make for a very challenging opponent, so players should start with fewer health points. Winning with only one health point can be challenging. Opponent spells should be decided fairly by the player when activated (so if the opponent has a choice between shooting a fire ball or an ice bolt and you are protected against heat, they won't choose a fire ball).
Also, if you confuse the random player, draw a card normally but if you don't like it, you can redraw once. The second card must be used.
My guidelines for the random player are:
| Moons | Suns | Knots | |
| 1-6 hp | heal then protection (depending on player's spell sequence) | attack only if can't use moons or knots defectively | only if can't heal: invisibility if possible, then haste. Else use wyrms if possible and if not, amnesia/confusion. |
| 7-12 hp | if not wyrms/knots then heal only if necessary, else protection or shield | attack if possible with most damaging spell | only if no wyrms: first agressive then defensive |
Multiplayer I think multiplayer games won't be a problem. The main difference is that there are more potential targets for offensive spells. Players should announce the targets as the spells are activated (in the correct order). The game gains a diplomatic aspect lacking in the 2-player version.
Note that if two or more players have to decide on a target simultaneously (because they used the same number on their played card) you can use some colored tokens to decide secretly and then show them at the same time.
Advanced Game: The advanced game has more spells that can be casted with combinations of energy spells. For example, a lighting bolt spell using sun and moons as energy and wyrm as activation. This variant is not yet done and ideas are welcomed.
Here's a posible table of advanced spells:
| Caster (Moons) | Enemy(Wyrms) | Spell (Knots) | |
| Sun + Waves | Summon Troll | Lightning Bolt | Electric Touch |
| Sun + Leaves | Summon Fire Elemental | Fear | Remove Enchantment |
| Waves + Leaves | Summon Ice Elemental | Poison | Magic Mirror |
| Sun+Waves+Leaves | Protection | Charm | Dispel Magic |
- Summon Troll - Brings a monster that sides with the caster. It has as many health points as Waves used and does as many damage points to a target of the owner's choice as suns were used to cast it. Hits can be deflected by the shield spell
- Summon Fire Elemental - Brings a monster that sides with the caster. It has as many health points as leaves used and does as many damange points to a target of the owner's choice as suns were used to cast it. Its attacks can be deflected by the resist heat spell.
- Summon Ice Elemental - Same as Fire Elemental but using waves instead of Fire
- Protection - The Caster is shielded (like with the shield spell) for as many turns as the number of suns, waves and leaves used for the spell.
- Lightning Bolt - Does as much damage to the target as the total number of suns used for the spell. Can only be countered with Counter Spell or Dispel Magic.
- Fear - For as many turns as leaves in the spell, the target cannot use a wyrm rune (too afraid to attack). If cast on a monster, the monster cannot attack.
- Poison - For as many turns as Waves in the spell, the target loses 1 point of damage per leaves in the spell
- Charm - For as many turns as Leaves in the spell, the caster plays a card (and draws one more at the end) instead of the target choosing a card. If cast on a monster, its owner changes to the caster.
- Electric Touch - For as many turns as waves on the spell, any physical attack on the target produces one point of damage to the attacker (applies to Hit and monster attacks). It doesn't prevent the damage to the target.
- Remove Enchantment - Any spells that are in effect on the target are removed. This includes Protection, Resist heat or cold, invisibility, etc… If casted on a monster, it disappears.
- Magic Mirror - Any spells that have been casted that turn on the target are applied instead to the caster. Reverse the effects of the affected spells and apply them to the new target. Example, Player A casts FireBall, and does 2 damage to player B. Then Player B casts Magic Mirror and recovers their 2 points while damaging player A with 2 points.
- Dispel Magic - Like Remove Enchantment but applies to everyone. All the monsters are removed from play too.
Credits
The game was designed by Jorge Arroyo and is loosely based on Waving Hands by Richard Bartle.
Thanks to P.D. Magnus and tsilver33 for playtesting the game.
Links
- BGG Entry for Dueling Runes
- Dueling Runes in Pocket Mod format.
- Duelo de Runas - Wiki page for the Spanish translation








I played a couple of games yesterday and some things came up. I've changed some parts of the rules. The haste spell specifically needed to be better defined. I think it should be clear now :)
We did play with the Counter Spell rule, and the spell came up once. It may be too hard to cast… will have to play some more and see.
I've added the Excuse so that when it comes up the discard pile and the draw deck are shuffled into a new draw deck. I did this to reduce the possibility of running out of one or more suits during play.
Overall we did enjoy the game. I like the fact that the spell sequence slowly changes over time, giving a player at a moment in time a specific potential that keeps changing. This way, you usually have time to react to their potential (casting resist heat if they have many suns, etc…).
Maybe it'd be best to remove the Drain Spell. Place the Amnesia Spell on Wyrms + Leaves and place Counter Spell on Knots + Leaves.
It makes sense because Amnesia does some kind of damage, and counter spell can be cast both on yourself and your opponent. This way you can prevent the opponent to heal himself and you can prevent the opponent from casting amnesia on you.
Of course, Ice Bolt and Fire Ball cannot be countered with this spell as you're damage by the physical effects of it and nor can hit (which is not really a spell but a physical strike). All the other spells can be countered with Counter Spell.
I'll try this next time.
We tried Dueling Runes tonight. There is some strategy involved in defenses and attacks, but it seemed not to make much difference. For example, I could put up Resist Cold to avoid her 2 damage Ice Bolt— but her wyrm card still gave her the option of hitting me for 1. More subtle spells like amnesia and confusion did have an effect, but it seemed as if the person with more wyrm cards would end up winning regardless.
I don't think more spells would have helped with this problem. The game is already somewhat complex, even with just 12 spells. Being at the mercy of your card draw (or so it seemed) made it feel pretty random, and the complexity didn't translate into a feeling of strategy or control.
We just played again, and I enjoyed the game more this time. We tried several changes, so I'm not sure what the difference was.
Here was the spell table we used:
Here are the spells that we changed or introduced:
One improvement (I think) was that it wasn't just a race to draw Wyrms. On the one hand, a Wyrm needed energy to actually do damage; so it wasn't guaranteed. On the other hand, Spell trap made it possible to do damage with a Knot.
Maybe the same could be accomplished by using your advanced rules. I haven't tried those yet, but I also worry about the game being too complex. It seems that if the basic spell table were tweaked properly, it would be a challenging enough game. (I know the Dueling Runes was inspired by Waving Hands, but hopefully it can avoid becoming the enormous monstrosity that Waving Hands is.)
Your spell table is certainly interesting. I wanted to concentrate different types of effects with different runes, for the theme, but it's true that wyrms were too important for damage… I'll try your spell table and see how it goes…
I like the change to the resist spells, but I'm not so sure about such an easy heal spell….
I had a random thought yesterday about this game. What if spells were just a 3x4 matrix (as in the Basic game) but there was some way to manipulate which spells appeared in the matrix? So complex spells would require multiple turns to cast, because you'd have to reconfigure the spell matrix so that the spell you need is on it. This would probably require that the matrix be a game board of some kind, which might be more trouble than it's worth.
This probably works against the gaming system (and I'm not familiar with this one at all, so take with a grain of salt), but, this is the Decktet we're talking about, so anything goes…
Just some thoughts. Keep the ideas going!
Hmm… having the spell table change over the course of the game is certainly interesting. But, would it be a shared table? or one for each player?
The former would mean you can benefit your enemy by bringing more powerful spells into play. The latter would add a kind of RPG feel to the game, where you develop your wizard… Sounds interesting…
"How about each spell having a level and dedicating a number of cards to do a desired effect (or maximize/minimize an effect)? For example, maybe a fireball would take 4 Wyrm cards but at least one of them must have a sun on them to cast the spell?"
I'm not sure I understand… Right now the spell gets more powerful as you add more energy cards…
"Maybe not so drastic a measure would be do "lead" with a card that you are going to cast a spell on. For example, to cast a fireball I would need to throw a wyrm or sun card before I cast the actual spell. In effect, your spells would be chained by what you had just cast. It reminds me more of the fencing in the Princess Bride where they are parrying and one move turns into the other."
But the spells do chain with the energy cards, as all the ones you played before are available for a few future turns… (you do have to play sun cards before you play a wyrm to cast the fireball spell).
What I hadn't done is to use multiple activation runes (except in the variant that uses the three activation runes as counter spell)…
I had been thinking of having a shared spell table, but (as you note) that might give you no incentive to make the powerful spells possible— your opponent would be as likely to cast them as you would be! Separate spell tables is a cool idea.
They could certainly look better :)
I made an empty table, a table with the original spells and one with the ones PD Magnus suggested. I still have to try those… but I'll get around to it…
Edit: The files are available below, on the files section of the page…
The tables look nice. They will definantly be handy for knowing all the spells without a ridiculous amount of remembering. The blank tables will allow people to create their own spells as well. Nice work.
I played some solo games, first using PD Magnus' table and then reverting to the original table. I'd have to play some more games with a real opponent, but I think I like the original spells better. Here are some disconnected thoughts…
So basically right now, the changes I think I'll introduce are:
And changes I'm thinking about and may add too:
Again, thoughts/suggestions/ideas are welcomed… My biggest problem is that there are too many cool effects and too few spaces. The possibility of changing the spell table during the game might be one solution, or it might be needlessly complex… another solution is to have a number of possible spells for each spot on the table at the beginning of the game and players choose spells in turn order, filling the table before starting the game… This one might work, but it will make the game so different depending on the spell combination that I'm not too sure…
I like most of your ideas maka, but one thing I don't think will be fair would be the 'lose cards as you lose hp' rule. Why make the game harder for someone who is already in last place? One other thing, is that during play testing, I think the three card hand limit is fine. Perhaps put one of them as a variant or optional rule, and one in the text.
Also one suggestion. As a variant, when dealing with four or more players, perhaps make note of team play (IE: 2 wizards against 2 wizards, or 3 against 3. or any combination their of.) In this variant perhaps include new spells that work toward your partners. I know some of the current existing ones already allow this, and they would probably work very well. I'd have to test it.
Thanks for the comments. I will test the "cards as hp" mechanic… it's true it might create a runaway leader problem…
About the three cards, I'll think about it :) I may try it with 4 too if 5 is too much… I want to give a bit more control and options to the players, and 3 cards is just too few…
I hadn't even thought about team play. If you try, I'd like to hear how it goes. It seems moon spells should work within the team, not just each player. But introducing new spells is a problem because it requires the elimination of other spells…
BTW, now that I added "Counter Spell" I was thinking, instead of 1 special spell that is activated using three activation runes, I could add two more (depending on which of the runes actually activates the spell). This way I could maybe add magic mirror which is a cool spell :)
Oh, that reminds me. I forgot to mention it before, but when I playtested it, the magic mirror spell was used WHEN the spell was cast at you (Or another player, if you wanted to protect them for one reason or another.). This created a lot of tension (Which was a good thing.), and anytime somebody failed to notice, they got smoked by their own spell. My personal favorite moment was when one of the others tried to cast magic sword against me, failed to notice my two waves, and had it sent right back at him. Two turns later, he also failed to notice our third players two waves. The third player had all his hp, I had 4, and at this point he had 3 left, and just enough to cast heal heavy wounds and poison. He figured he had enough life left to have time to cast poison, so he shot it at player three. Magic Mirror. Now he was losing two hp per turn. XD
That reminds me, do you think you could fix charm so that it can also dis-spell magic sword and magic armor? Both are very powerful spells, and charm would make sense. (Bear in mind, I'm thinking about your first spell list here. I don't even know if you still have any of those three spells.)
Edit: Noticed that you added a table for solo play. Very nice addition!
Hmm… you're talking about the first table of spells back in the first discussion about the game, right? For now I've switched to this simpler version which works a bit diferently :) In the first draft of the game there was no difference between activation runes and energy runes. It changes the game a lot… :)
Ok. Tonight we played a couple of games and I tried some of the new rules. A bigger hand I think is great. The first game (with the rules as written right now except that I tried the rule to both time limit and damage limit the protection spells) was fun if a bit too long as we both were attacking and healing, so it went back and forth for a while until I managed to win. One of the thoughts I had during the game was that the 4 card limit in the spell sequence is too small. I want to try the game with more (maybe 5 will be enough). I liked mixing the time limit rule for protection spells with the x damage rule, but I want to try it again before deciding.
For our second game we tried the "cards as hp" rule and the game was pretty quick (we didn't even reach the excuse around the middle of the deck). My gf attacked pretty quickly leaving me with less options for recovery. I did manage to heal a bit and counter-attack, but it wasn't enough. I gambled (went for a haste spell instead of healing) and she won. We started with 5 cards each, so that's just 5hp each. Maybe it'd be better to start with a bigger hand so a player is still in the game even after taking some damage.
The other aspect I'm really thinking about is the timing. Sometimes I think the game would be better if I would remove the moons-wyrms-knots casting order and just use the number on the cards. This coupled with a bigger hand gives more options for hand management as you not only have to think about which suits to keep and which to use, but also which cards are faster, which are slower. It also adds more value to the haste spell… I have to test it, because it's also nice to know you will always be able to heal before being attacked, but that also feels like an artificial restriction…
Edit: Ah! I forgot about something we both discussed and it might make it into the game: A possible solution to the problem of a player not getting enough wyrms is to modify the Amnesia spell so that instead of turning around cards in the opponent's spell sequence, you have also the option of just taking them. So, you get a choice of hindering your opponent (a couple of face down energy cards can be pretty bad) or hindering them less but in exchange getting a useful card for yourself. Instead of amnesia, I thought it could be called "Brain Drain" or something similar. If playing by the "cards as hp" rules, this would mean also discarding a card, else you'd gain HP in the process… I think it's a good bargain…
Well, cards as HP is out. It really unbalances the game fast to one side and the game is usually quickly over with the first hitter winning all the time.
I like the modification to the Amnesia spell to counter the problem of a player not gettng enough wyrms.
About the timing change, I'm not that sure… I have to test is more…
Jorge: I am not sure which cards as HP idea you tried (and rejected). Is it that a player discarded cards from their hand as they took damage?
Here's another possibility: Divide the deck in half at the beginning of the game. Each half-deck is a draw pile for a separate player. When you take damage, discard the top card from your draw pile. First player to exhaust their draw pile loses.
I tried the first one, but found it limited the options of a player too fast. I actually really like your other idea, and will try to give it a go soon. Did you try it?
Thanks!!
I haven't tried it yet.
It occurs to me, though, that it makes Haste a kind of suicide. Haste might need to be changed a bit or replaced with a different spell.
Actually, now that I think about it, I'm not so sure… First, it might make the round too long (too many HPs per player) and the Haste spell, as you pointed out, breaks… Also, the actual gameplay doesn't really change much from the regular rules, so I'm not sure the change is justified…
In principle I did like the idea of your hand of cards being your HPs, because it does limit your options as you get hurt, but in practice, it doesn't work that well… I'd like to find a system more like that one, but without the drawbacks :D
Tonight we played a couple of games of Dueling Runes with the basic spell table. The first game was over quickly when thanks to a haste spell and a lucky initial hand full of wyrms I managed to fry my opponent pretty quickly.
Then I thought that the game would be more interesting if it was longer, because you'd need more than a lucky start to finish your opponent, and the possibility of a recovery from initial attacks would be much higher. So we played a second game, this time with 12 HP.
This second game was much more interesting because we both had time to develop different strategies. I tried invisibility and some ice bolts while my gf threw some fire balls at me. It was all pretty balanced but then with 2 hastes in a row, she basically became accelerated for the rest of the game. I tried to heal and resist while launching the occasional ice bolt, but she was healing and throwing fire balls at me, one after the other. Then, with just 1 HP left I managed to make her forget all her runes (a three leaves amnesia spell) and I was hoping to play a big drain spell next, but she played a wyrm that even without any runes was enough to end the game with my defeat.
One thing that I didn't anticipate when writing the rules and happened tonight was that my amnesia spell was triggered before my gf was able to activate another Knot spell, but as I turned that card face down, her activation was canceled. It seemed the most logical thing to do, but I'll add a note in the rules just in case…
I decided to add a new spell to the basic game: Magic Mirror. It reflects a spell back at the caster. I changed Counter Spell so it's easier to cast (only needs one activation rune + one other activation rune as energy) and Magic Mirror needs all three runes (one as activation, the other two as energy).
I think Magic Mirror is great if you don't have many wyrms in your hand because you can use a wyrm in your Spell Sequence to damage your opponent as long as you have a moon and a knot available. It also makes attacking more risky, so a player having many wyrms doesn't have such a big advantage.
I also decided to simplify Resist Heat and Resist Cold because as they are always cast before any offensive spells, they should be able to stop them. Of course, this means that the current turn when they're played counts as one of the turns of the spell (you have to remove a token at the end of the current turn, unlike in spells like Invisivility or Haste that take effect next turn).
Feedback is welcomed
I was responding to a thread on BoardgameGeek, but concluded that the discussion probably belongs over here on the wiki.
If you go the route of requiring a player to cast, then the opponent can still opt to use their Wyrm for a Hit rather than for a Fire Ball. A Hit isn't even a spell, so maybe it even cuts through a Magic Mirror.
You could avoid that problem by requiring players to use their Wyrm for the most powerful spell they could cast. That would create the odd situation (for example) in which you'd be forced to play a big fireball because you have lots of Sun runes at a time when your opponent has Resist Fire up and so will take no damage. I guess that would make Resist Fire more powerful, though.
I think for now I'm leaning more towards making magic mirror and counter spell "responses" to spells being cast on you. This may solve the problem without having to add more special rules. I want to try all the options before making a decision though…
Forcing a player to cast the most powerful spell removes some of the options a player has, and it doesn't seem logical to force a player to cast a spell that won't have any effect on the target… at least if you have lots of suns and your target has resist fire, you have the option to cast a hit or an ice bolt, even if those would do less damage…
As I think more about the changes to Counter Spell and the addition of Magic Mirror, I realize it's more a mess than anything else… :(
I still want to try these changes, but Counter Spell suddenly seems a bit too easy to cast. Also, what's the point of casting a powerful offensive spell if you can see your opponent has a a counterspell or magic mirror ready for use?
So, I'm thinking one solution to the whole problem is that Counter Spell and Magic Mirror are casted from your hand instead of from your spell sequence. This way you're not sure if your opponent will be able to stop your attacks and the player using them is basically hurting his future choices…
Another idea is to force players to choose their spells for the turn secretly (maybe by giving each player a card with the spell table where they put one or two tokens before revealing their card for the turn. The problem is that this adds a new component to the game…
I'll try to give all this options a go soon…
We played a couple of hands today. I've made a couple of modifications to the rules.
- Counter Spell and Magic Mirror are cast directly from your hand and at any time during the turn (as a reaction to another wizard casting a spell).
- When players draw cards, they don't draw to replenish their hand, but instead redraw up to 2 cards (never exceeding the maximum 5).
This way, a player that casts Magic Mirror, will be left with a smaller hand next turn. I think this is a nice penalty for such a strong spell…
Does Magic Mirror always require three cards? or can it be played with two cards, provided they have all three of the required runes?
3 runes, so it may be played with two cards…