Incantation A strategy game heroes, dark forces, and ultimate power for 2-4 players (recommended 3-4). An average game is 20-30 minutes. Goal Be the first to chant the four magical syllables (Syls) with your character on the pentagram token to win the game! Components The Dark Wood Cards 4 character cards (reversible) 20 spell/ability cards (reversible) Setup 1. Determine character pick order by: rolling a single six sided dice, rock-paper-scissors, or any other agreed method. 2. Select characters in the order determined. 3. Place characters in REVERSE pick order on one of the four Scrines (green corner tiles) Please see the Dryad and Barrow-Wight character sections for special starting rules. 4. Each player randomly selects a tile from the bag of syllables and (without looking!) places them left to right above the board face down. This is the Incantation. 5. Place animals on the yellow spawn points and the Pentagram/Demon token on the center tile. 6. On a piece of paper write each player's name. This will serve as an 'inventory' to hold collected Syls. Gameplay: Your goal is to collect all the component Syls of the incantation and recite them on the Pentagram. See 'Win Conditions' for more information. Each player must use their individual spells and traits to navigate the map, impede other players, and visit each Scrine to decode the Incantation. 9x9 grid. 4 sacrificial altars 4 scrines (shrine + scry) 18 trees of power containing a syllable Pieces 4 character tokens 7 summonable tokens 18 syllable tokens 5 animal tokens 1 flow orb 1 demon token 1 sheet of paper When you visit a Scrine you reveal one of the facedown Syl tokens, where the location of a Scrine corresponds to a place in the order 1st, 2nd, 3rd, and 4th. See 'Scrines' in Special Tiles for more information about this. Be careful about what information your reveal when collecting Syls. You do not need to visit every Scrine, but you MUST collect all four Syls to recite the incantation. 1 Each player gets 2 action points (AP) per turn. Most actions cost 1 AP, some actions are free, while other actions cost 2 AP. Refer to your character’s card or look at the bottom of a spell card to find out the AP cost of an action or spell. Resolve an action completely before choosing your next. You cannot save action points from one turn to another. If you have extra action points at the end of your turn and have no other actions to take, you must take the “Pass” action until all of your AP have been used. Common Actions Here are the details of each Action. A quick reference list is printed on each player’s character card. 1. Move 1 Space – Cost: 1 AP Move your character from the current space into an adjacent space. You may not move onto a space with another character. However for all tokens (except the Treant and Demon tokens) you can move past the token by having enough AP to move to the other side of them. The Syls, Treant, Lyrannikin, and Demon are treated as impassable terrain and cannot be moved through except as ethereal. 2. Move Corpse/Item – Cost: 0 AP When you move you may drag one corpse or item behind you as a free action as long as you are adjacent to it and moving away from it. The corpse/item will occupy the location previously occupied by your player at the resolution of each movement. You cannot drag a corpse/item through another player. 3. Throw Corpse/Item – Cost: 1 AP A character may 'throw' or move an adjacent corpse/item to another adjacent space. 4. Spells – Cost: See Player Cards 5. Collect Syllable – Cost: 1 AP You must be adjacent to the Syl you are collecting. When you collect a Syl, add it to your 'memory' i.e. write in on the sheet of paper under your name. 6. Attack Animal/Token – Cost: 1 AP Deal 1 point of damage to an animal or player summoned token. Win Conditions: You must be standing on the pentagram space (backside of demon token) You must have all of the Syllables collected. You must recite them in the correct left to right order. You must recite them in the appropriately dramatic fashion! Special Tiles: Syllable Trees (Syls) These magical trees hold fragments of a powerful incantation. You must stand adjacent to a Syl to collect its magical syllable and Memorize it (write it onto your player inventory). Syls are impassable terrain and cannot be moved over accept as ethereal or as a spell effect. Scrines There are four green corner tiles on the map. When stood upon they reveal a syllable of the Incantation. The order is as follows: NW Scrine = 1st Syl, NE Scrine = 2nd Syl, SW Scrine = 3rd Syl, SE Scrine = 4th Syl. Altars There are four grey altar tiles. If you are responsible for putting an animal corpse onto an altar you can use its dark energy to steal a Syl from another player memory. Erase the Syl from their 'memory' and add it to your own. If you already have the Syl in question simply erase it from the victims memory. A corpse can only be used to this effect once. If two of the alters contain corpses the demon is summoned! If the demon is summoned the Treant becomes the Lyrannikin. If you are standing adjacent to a corpse bearing altar when the demon is present you may spend 1 AP point to move the demon one space. 2 Tokens: Characters: The Pentagram Dryad Setup This is the location that you must stand on to perform the incantation. You may not step onto this space unless you attempt the Incantion! On character placement you must place the Hometree token on the nearest Syl. If there are multiple Syls at the same distance choose between them. If two or more altars contain a corpse flip the pentagram token to the Demon side. All players who start their turn adjacent to the demon lose that turn. This effect cannot occur two turns in a row. Animals Barrow-Wight Setup On character placement you must place the barrow mound on an adjacent space. This represents impassable terrain. There are 5 animal tokens. Each animal has 3 health points. When an animal is killed flip the token to the corpse side. You can move a fresh corpse onto an altar for certain affects see Altars above for more information. Flavor Texts The Barrow I lost my tree long ago and became a vicious hungry thing. Killing, killing… Until one day I woke over the body of a sister. Sane with grief I was able to regain the bond, the sustaining connection to nature. This is a special token of the Barrow-Wight. It can be pillaged for the Flow Orb. See special actions on your player card. The Flow Orb This item token adds +1 to AP, each turn, for whoever is adjacent to it at the start of their turn. While the Flow Orb is outside of the Barrow the Spirit becomes the Banshee. Hometree This is a special Dryad token that must be placed on a Syl. Any player, besides the Dryad, can Defile the Hometree (See special actions on your player card) thereby removing the token from the board. This transforms the Dryad into the Vampiriad. Summoned Token Summoned tokens can be killed in the same way an animal may be killed. Summoned tokens effects, abilities, and stats are described on the individual spell cards. Let's play! Lily, 800 year old Dryad Deet, Elder Dryad Spirits rest in old quiet places. Be careful not to disturb them for when roused they become quite formidable… Grella, Magus of the Third Circle A druid must always remember that he serves nature. If he should turn against that inclination and seek power for himself, he will lose his very identity to the darkness. Malforas, Druid of the Talon Their burning and cutting and chopping... So many of my children grow angry instead of tall. Hatred seeps into the wood like rot and they become twisted and bent on vengeance... Rosfrn-Skel-Sknskn, Great Gardener Ent When the forest is corrupted... so too are its guardians. Rosfrn-Skel-SknSkn, The Black One 3 Resources http://www.stonetronix.com/games/maze/mazerules.pdf http://www.hasbro.com/common/instruct/Star_Wars _Epic_Duels_Game.PDF 4
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