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Chroma Arcana

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Chroma Arcana

Designer Mo Shawwa
Publisher Roc Nest Games
Players 2
Playtime 20-40 mins
Suggested Age 13 and up


Chroma Arcana is a tactical card game set in a fantasy world. Players take on the roles of powerful mages, using their knowledge of the arcane arts to outmanoeuvre and defeat their opponents. Each mage has access to a unique combination of Spells based on their chosen colours of magic, allowing for a diverse range of gameplay options and strategies. The goal of the game is to reduce your rival's health to zero. On your turn, you can place spell cards into your spellbook. Then, you can discard cards of a matching colour to charge those spells up. Once a spell is charged up, it must be cast!

Spells can be instant-effect Bursts, Minions that provide a benefit for a handful of turns, powerful Edicts that last a single turn, or trap-like Wards that remain until their trigger condition is met.

There are also item cards that you play straight from your hand, such as Potions that counter rival spells and Arcanas that super-charge your own.

At the end of setup, you will have selected an Ego (your character identity), a Major Colour (along with a powerful Sigil and a well-practiced Rote), and two Minor Colours. This should be all you need to battle it out!

—description from designer

$9.67

Original: $32.25

-70%
Chroma Arcana—

$32.25

$9.67

Product Information

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Description

Designer Mo Shawwa
Publisher Roc Nest Games
Players 2
Playtime 20-40 mins
Suggested Age 13 and up


Chroma Arcana is a tactical card game set in a fantasy world. Players take on the roles of powerful mages, using their knowledge of the arcane arts to outmanoeuvre and defeat their opponents. Each mage has access to a unique combination of Spells based on their chosen colours of magic, allowing for a diverse range of gameplay options and strategies. The goal of the game is to reduce your rival's health to zero. On your turn, you can place spell cards into your spellbook. Then, you can discard cards of a matching colour to charge those spells up. Once a spell is charged up, it must be cast!

Spells can be instant-effect Bursts, Minions that provide a benefit for a handful of turns, powerful Edicts that last a single turn, or trap-like Wards that remain until their trigger condition is met.

There are also item cards that you play straight from your hand, such as Potions that counter rival spells and Arcanas that super-charge your own.

At the end of setup, you will have selected an Ego (your character identity), a Major Colour (along with a powerful Sigil and a well-practiced Rote), and two Minor Colours. This should be all you need to battle it out!

—description from designer

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