To successfully summon BAPHOMET who, when he appears, expects there to no cards in your hand, the main deck and the discard pile; if there are any cards remaining in these ‘zones’, you lose. However, ‘not losing’ in this way doesn’t mean that you have won: any cards still in play also count against you – too many and you shall lose also. The sooner you ‘win’, the better your chance of surviving any due punishment.
Aleph null makes use of a number of words and phrases for simplification – and thematic – purposes; aside from the usual card game terms such as ‘draw’, ‘shuffle’ and so on, the following are particularly important for you to understand:
Using a card or effect that gives you Magical Power is making that power active ie. it must be spent in the current turn or it will result in damage.
The game is played over six rounds – or ‘Hours’ – and the rounds progress each time the main deck is depleted and needs to be reshuffled from the discard pile. Moving from one Hour to the next (and turning the pages in your GRIMOIRE VERUM) by means of a main deck rebuild in this way, is referred to as ‘Advancing The Hour’.
Should an Interference card need to be added, it is first put in with the discard pile and then shuffled together with those cards to make the new main deck.
A type of card; this type is referenced on a number of card abilities eg. Bell
Search the main deck for the given card or type of card – as instructed by the effect you have triggered - and put it in your hand. Shuffle the main deck afterwards; if there are no cards in the main deck at this point, you must trigger Advance the Hour (see above).
These cards start the game outside of the main deck. As the hours progress, these cards are introduced (shuffled into the deck) and provide irritating and, possibly, debilitating Interference in your plans. Your grimoire verum denotes various forms of testing at increasing levels of difficulty.
In order to successfully summon BAPHOMET, the player must sacrifice the three Key items in play: the Book of Pacts, the Wand of Power and the Grand Circle.
Any card with the title or subtitle ‘Magical Power’ is regarded as a Magical Power card; the Key term is referenced on particular cards such as Bell and Ill Omen.
A card may be sacrificed in a number of ways:
When a card is sacrificed, from wherever (hand, deck, discard pile, in play) unless another card in play indicates otherwise (eg. Hymns of Devotion), you must trigger its sacrifice effect (if it has one); the sacrifice of multiple cards at the same time are simultaneous and you may choose the order in which their sacrifice effects occur.
Some cards have the ability to be sacrificed directly but also have a ‘when sacrificed’ (✞) ability; if self-sacrificed, both effects will trigger otherwise sacrifice due to another effect will only trigger the (✞) ability.
You cannot ‘just sacrifice’ a card that has no self-sacrificing ability - eg Wax Candle, Boline - these cards can only be sacrificed through the effect of other cards or ‘the hour’.
Sacrificed cards are removed from the game entirely.
A card may be scrapped in a number of ways:
You cannot ‘just scrap a card that has no self-scrap ability - eg Chasuble, Vitriol - these cards can only be scrapped through the effect of other cards.
When a card is scrapped, it is placed in the discard pile.
This is the process of putting a card in to play either for its Magical Power cost or through its alternative summoning process eg. BAPHOMET.
An assistant in the summoning process who lends both Magical Power and, in extremis, a special ability of their own (should they be unfortunately sacrificed via a Circle of Protection, the Wand of Power and others).
The game is played over a number of rounds (hours) and you will take multiple turns within a given hour; As you are attempting to thin your deck to almost nothing, the number of turns within each round will decrease as the game goes on.
A round begins with the shuffling of the main deck; in certain rounds, additional cards – Interference cards – are added to the deck. You play your turns until the main deck is depleted and you must advance the hour (see Advancing the hour)
A single turn, played within a round, follows these steps, in order:
These cards make up your hand for the current turn; at the end of the turn, any unused cards must be discarded.
If there are not enough cards in the main deck, draw as many as you can, advance the HOUR and then shuffle the discard pile to make a new main deck. If there are still not enough cards to make a full hand, draw as many as you can.
If, during the drawing of cards – either at this point or during the summoning and use of cards, the hour advances BEYOND VI – THE COCK, HE DOTH CROW (OR HOUR VII, IF BROUGHT IN TO PLAY BY Interference) – and BAPHOMET is not yet in play - then you lose immediately.
Interference cards Come into the main deck – and, thereafter, play - during the advancing of the hours. Immediately, when you draw an Interference card, you are commanded to (ie. must) put it in to play.
You may play out as many cards as you wish during the turn and in any order you choose. Most of the cards have a Magical Power cost in the top-left corner – some exceptions eg. BAPHOMET, the Wand of Power and the Grand Circle must be summoned via alternative means.
You may utilize (scrap, sacrifice) any number of cards in play (including any just summoned) – either before or after summoning cards from your hand – as you see fit. Please note that cards that are scrapped/discarded are put into the discard pile, immediately, before any other effects can be used/triggered.
Some cards have a zero cost and, thus, can be played for free.
Some cards, already in play, may be scrapped - or sacrificed - to provide Magical Power; this can be used to summon further cards.
Three of the HOURS (III and IIII and V) provide a once-only bonus of one Magical Power; place the power marker on the grimoire at the start of such the hour and, when used, return it to supply to show that the power has now been taken; if this power is not used by the advancing of the hour, you must take one damage.
One of the Interference cards - the Guardian of the Door – modifies the cost of all Tanist and Artifact cards while in play ie. a Tanist would cost one Magical Power to summon as opposed to being (normally) free to play.
At the end of the turn – when you cannot, or choose not to, play any further cards - you must discard all cards remaining in your hand. If the Grand Circle is in play at this point, the discarded cards must be sacrificed instead.
Any excess Magical Power – generated, but not used, from effects during your turn will deal you damage eg. sacrificing a Salamander for three power and then using only two will, at this point (the end of the turn), deal one damage to you.
If you take three or more damage then you immediately lose the game.
The game may end in a number of different ways:
If anything would now trigger the end of the game then proceed to final scoring otherwise return to step 1 of the turn sequence.
Simply summoning BAPHOMET is not a guarantee that you have, ultimately, won the game.
If you have not yet lost, you may proceed to calculating your score - as follows:
If your final score is not negative, then you have won; otherwise you have lost.
Score | Rank |
---|---|
0 | Adept |
1-2 | Wizard |
3-5 | Master |
6-8 | Grand Master |
9+ | Prince |