Cards · Rulebook-based, checked 12 Oct 2026

The Card System, Explained

Every side plays from its own deck economy. Knowing where each card lives — your hand, Draw Deck, Discard Pile, the Acquire Rows or an Event deck — prevents most first-game mistakes.

01 · Deck economy

Where cards live and how they move

Card groupWho owns itHow it flows
Starter Deck (7 cards)Every house and the Dark Arts playerShuffled into the Draw Deck at setup; you draw five to start
Acquire Deck + RowsShared (houses) / Dark Arts playerTwo face-up in each row; Learn or Bonus Spaces pull from here
Library Book DeckSharedTwo revealed; visiting the Library takes one and refills immediately
Location DecksHouse and Dark Arts, separateHouses get 3 cards for Scrolls; Dark Arts draws theirs for the win target
Event DecksWhite / orange / redDrawn when the path marker lands on a matching Event Space; older zones retire
Discard PilePer playerShuffles into a new Draw Deck when the old one empties

Source: official rulebook, printed pp. 6–13, 16–23

02 · Reading a card

Effect timing and the reactive lightning mark

Instant

Resolves at the moment stated on the card. Do not bank it for later unless the card says so.

Conditional

Needs its condition met before it does anything. A condition that never arrives is an effect that never fires.

Turn-long

Stays available for the rest of the current turn, then expires with your discard step.

Lightning-marked reactive cards can be played from your hand outside your turn when their trigger occurs: resolve only the effect and discard immediately. Playing that same card during your own turn uses its movement instead and skips the reactive effect.

Source: printed pp. 12–13, 16–17 · Timing FAQ →

03 · Colour unlocking

White, orange, red — the Dark Arts path colours

White card effects are live from the start. Orange effects unlock the moment the Dark Arts Marker enters the first orange path space; red unlocks at the first red space. Entering the colour zone is the trigger — not an Event. Until an effect's colour is unlocked, the card still supplies its movement value; you simply skip the locked effect. Earlier colours never lock again.

Source: printed pp. 20–21 · Dark Arts turn →