Summoning is a one to five player fast paced fantasy card game where players choose a unique Hero and enhance them throughout the game by combining their individual skills with items, weapons, spells, agendas and more. Players can also summon creatures to help them and attack their opponents.

By damaging opponents and their creatures, players are closer to Victory! At the beginning of each game players will have the choice of deciding on a Hero or selecting one at random. Each player will then take their Hero’s deck and start with the Hero’s maximum health. Each Hero starts with a unique ability and a locked Prestige Class ability, which may be unlocked later in the game.

In Summoning each player starts with a deck of 35 cards and their Hero. A card’s cost is payed with the innovative system of the three Summoning Gems: Strength, Mind and Spirit. Each turn a player gains a gem of their choice. The game has five different card types:

1. Summoners: The summoner is your hero, your main character, it represents you. A summoner starts the game with 25 health. If your summoner’s health is reduced to 0, you lose the game. Like creatures, a summoner has influence and attack. A summoner also has a prestige class ability, which starts the game locked, meaning it cannot be used…yet.

2. Creatures: Creatures are your fighting characters. Creatures, like Advancements and Agendas, stay in the field when played, and can attack. Each creature has influence, attack and health. Its influence is how much it can help while playing an agenda. Its attack is how much damage it deals in combat. Its health is how many wounds must be dealt to it to destroy it. Creatures attack during your turn.

3. Agendas: An agenda represents a political law. To play an agenda, you must have the most influence. Total the influence from all your creatures and summoner. If you don’t have the most influence, you must pay the difference with health. When an agenda is played, you choose either “In Favour” or “Against”. The chosen ability is now in effect. After you play an agenda it stays in the field. Unless stated otherwise, only one agenda may be in the field at any time.

4. Spells: A spell is a magical effect. Spells can be played during one of your own turns. When you play a spell, you follow the instructions on the card’s ability and then you put it into your discards.

5. Advancements: An advancement represents an item or effect that advances your summoner and/or creatures. An advancement enters the field attached to a summoner or creature, and affects it while it’s on the field. If the advanced creature or summoner leaves the field, the advancement is put into the owner’s discards.

More information on our site, www.cyborgcentaur.com and Kickstarter page www.kickstarter.com.