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Ember: the Magical Card Game» Forums » Variants

Subject: Gotta Conjure 'em All!!! rss

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Eric Miller
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This is in the variant area since it's not the normal solo or regular version.

With all the Pokemon Go craze, why not try to conjure them all?

This is basically a version of pyramid solitaire. The creatures are the pyramid, and you use the wizard deck to conjure them.

You need 36 of the creatures. To get it started, take out the level 13 creatures, and then count down to 3 of each of the remaining 12 levels of creatures.

Here's a link to a solitaire set up: http://www.dogmelon.com.au/dmwp/solitaire/how-to-win-pyramid...

Starting with the level 12 creatures, build your pyramid from the top down. This means the top 3 creatures will be level 12, the next row of 3 will be level 11, and then just keep going. It doesn't matter if you build left to right, or right to left. You will end up with two of the level 3 and all the level 2 and all the level 1 creatures on the bottom row. Make sure the lower levels overlap the immediate upper level. Yes, this is a big pyramid.

Now take the 52 wizards and 3 archmages and shuffle them together. You are ready to start conjuring!

Here are the steps:

A-Deal your self a hand of 7 cards.
B-Using the cards in hand, conjure a creature. You may be able to get more than one, but you can only get one. The creature has to be completely available- that means no lower card can be touching either lower corner. All 8 on the bottom are available, for example.
C-You may now use an ability of a conjured card. Remember that most abilities won't really do anything. But part of the point of this game is to get you familiar with the combos and the powers of the creatures. If you do use an ability, flip the creature. You only get to activate their ability once.
D-Draw from the deck the same number of cards you used in conjuring. Yes, this means if you used a creature to draw a card, you may now have 8 cards in your hand. Same if a creature gives you a +1 to your hand. Yes, you may use them together. If you don't have that many cards left in the draw deck, too bad. Take what you can- this will be your last hand.

Go back to step B until you run out of cards in the draw deck. This will most likely mean you still have creatures in your pyramid. Take a piece of paper and write down the number of creatures you caught, the number you flipped, and the total number of points for those creatures. Now set them aside.

You may now shuffle the deck of wizards and make a second attempt to clear the rest of the pyramid. Follow the steps above, BUT instead of conjuring a creature, you may discard 1-3 cards and draw their replacements. Since many of the creatures remaining will require larger sets and runs to conjure, you will need to pay better attention to what you draw and discard. Yes, you can look through the discards- the charred deck- and remember that some creatures will allow you pull cards from that deck.

When you get stuck- you cannot conjure a creature after exhausting creature abilities and re-draws, you are done. Just like the first round, record the number of creatures you conjured, the number you flipped, and the total points you caught. Add this to the first round, and you have your score.

This is a basic "beat your own score" version- but remember it is a lot of practice. And it's quick. Do not expect to clear the pyramid. If that frustrates you, don't hesitate to shrink the size of the pyramid, or use a different shape.

Want options? Here are a few:
Random: Instead of laying out the creatures in order, give them a shuffle or two before laying out the pyramid. Warning! This will make it really harder!

Curses: Shuffle the nine curses into the wizard deck. When you draw a curse, set it down in front of you. Draw a replacement card to your hand. Follow the parts of the card- if it can conjure and activate a creature, that creature will attack you. That means it may flip a card, cause you to discard, etc. And effect it has lasts only for this turn. If it has a "conjure -1" that means to conjure a level 5 card, you must meet the requirement to conjure a level 6 creature. Once you are back around to step B, set the curse card aside- it's finished.

Extras: Since you are playing with 7 cards, there are some other sets and runs you might make. Two pair, a full house, runs of 5 are all options. I'll be back and edit this with some potential options and format this a little better....
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Eric Miller
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And here is an easier version of this:

You will use the "tri-peaks" layout and you'll need 3 of level 1-6 creatures. Set up the creatures to conjure as follows:


6 6 6
4 5 4 5 4 5
1 2 3 1 2 3 1 2 3


And make sure the lower cards overlap the upper cards.

This game really works better if you use the curses. There are 9 of them and 18 creatures...

You will play mainly as described in the earlier post- shuffle the 52 wizards, 3 archmages, and 9 curses together. Deal yourself a hand of 7 cards. Conjure a creature. Here's the twists...

1-If you draw a curse card, set it in front of you and draw a replacement. (Do that again if you have more than 1 curse card!)
2-Follow the curse card. Your "enemy" will start with the leftmost peak. It will conjure the lowest level card. If that's empty, it will move to the center peak. Be sure to apply the ability of the creature as well. Please note that any "revive" actions do not apply, as there are no creatures to revive.
3-Once you have completed any curse actions, you may conjure a creature. Do note that any "Conjure -1" apply!
4-Place your conjured card face-up in front of you. Place any "cursed" creatures above the three peaks. Place the expired curse cards next to the cursed creatures. Yes, if the curse says to "shuffle back into the deck" you will still to that! And yes, if you have more than one curse, you may choose which one.
5-Playing an archmage to revive one of your creatures does NOT count as a conjure! But you still discard it when you're done.
6-If you get stuck, use creature abilities (if they are still face-up!) to help. If you are still stuck, you may flip a creature and then discard/draw up to the level of the creature flipped.

If you encounter any "destroy" actions (yours or the enemy) those cards are simply removed. They won't count for either of you.

Remember to draw back up to 7 after you conjure a creature.

You SHOULD win this one. If you hit a bad run of curses and depending on the cursed creature ability, you might lose. And you should do it before you run out of cards in the draw deck.

Here's a setup image:

When all three peaks are cleared, the game is over. Count up the number of creatures and their levels and compare that to the "cursed" creatures and their total levels. Highest wins. Conjured/cursed creatures is first, total levels is the tiebreaker.
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Stuart Garside
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These look amazing!

I will play these variants later and will get a few others to do the same this weekend. Look for feedback really soon

And well done - fantastic work

Stu

PS. Thanks
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Stuart Garside
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Lots of feedback and comments coming in

Will have a report really soon!

Again, great work
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Stuart Garside
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Hi Eric. I'll get in touch personally, but would you mind if we use these variants for the upcoming Kickstarter?
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Eric Miller
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District31 wrote:
Hi Eric. I'll get in touch personally, but would you mind if we use these variants for the upcoming Kickstarter?


That would be great! But yes, shoot me a message here and we can ensure we all know the plan.
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Stuart Garside
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Hopefully some playtest feedback is coming...
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