Exploring the Lodge
Although we’ll keep updating our insights on the magic schools, today we start to take you around the Lodge, letting you know its rooms and guiding you to the discovery of their powers and secrets.
In each guide we will talk about the rooms belonging to a specific color; by the way, if you are wondering what they are for, well, you must know that such colors are very important to trigger the effects of some spells, especially the Traps, with which they have many interactions.
So, today we'll talk about the Red rooms.
Among the Red rooms, we will find, first of all ...
The Arena, like all the red rooms, can sustain 6 instabilities before exploding and will give 3 Power Points to those who have collected their Activation Tokens.
In the Arena, Mages compete in mighty magic battles and its effect reflects its nature as a mirror. A Mage who activates this room can choose another Mage in the Lodge and both activate their own next spell. The Mage who has activated this room will first cast his spell resolving it entirely, and then the Mage who’s targeted by the room’s effect will follow in turn. A fast spell can be considered the next spell if the mage wants so.
As you can guess this room, if activated at the right time, can be really devastating: not only you can practically activate an extra spell during your activation phase (if you have wisely pre-prepared this move) but you will probably waste a spell to an opponent mage, who then must counteract in some way to minimize damage.
This is the room where mages’ most bizarre ideas come to life and, after a number of experiments, formulas and potions are created and then transcribed into recipe books. If activated, you will be able to draw two cards from your Grimoire. All card game’s players know how important this simple skill is: drawing two cards will give you more choices in hand, especially if you are playing a deck with schools allowing you to cast spells straight from your hand (Divination, Conspiracy or Illusion). Remember, however, that if you exceed your hand size with this draw, you will have to discard a lot of cards to rebalance and get back to your maximum!
In this Unholy room, dark pacts are drawn up between mages and creatures that populate Hell, a territory that the Lodge has always wanted to explore to unlock its secrets. Among the entities that answered to mages’ invocations one, more than anyone else, is inclined to haggle with them: Cerberus the guardian, who, once materialized in the Lodge, takes the form of a giant knight in full armor. By activating this room you can then summon Cerberus into its human form, as one of the combat evocations you can use to defend yourself or attack your opponents!
And we’re done for today – my tired legs need rest – we will continue the journey inside the Lodge tomorrow when we’re going to explore the Purple rooms!
But before our farewell, as always ... let’s take a look to the future!
Stay tuned and spread the word!