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    • Adiba
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    • Tenko
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    • Daughters of Darkwana
  • More
    • Home
    • Instructions
      • Getting Started
      • Set Up
      • Taking Your Turn
      • Card Anatomy
      • Card Types
      • Player's Aid
      • Terminology
      • Advance Rules
      • Other Modes of Play
    • Character Boards & Cards
      • Adiba
      • Boudicca
      • Callisto
      • Rebecca
      • Seth
      • Tenko
    • Novels
      • Daughters of Darkwana
Darkwana Games
  • Home
  • Instructions
    • Getting Started
    • Set Up
    • Taking Your Turn
    • Card Anatomy
    • Card Types
    • Player's Aid
    • Terminology
    • Advance Rules
    • Other Modes of Play
  • Character Boards & Cards
    • Adiba
    • Boudicca
    • Callisto
    • Rebecca
    • Seth
    • Tenko
  • Novels
    • Daughters of Darkwana

Duelists of Darkwana: Seth's character board

Hit hard, ramps fast, and draw lots of cards. Great character for your first game . . . and your seven-hundredth.

Seth's ability, Telekinesis, allows him, to spend an action to shuffle a card from his discard pile into his deck.


His deck allows him engines that let him burn through his deck. At that point, his ability puts whichever card he wants to draw next in reach, as he'll "shuffle" only that card into an otherwise empty deck.


It's a powerful, game-winning ability that you'll probably only need to use once.


Since you can't spend actions outside your Action Phase (and you typically wouldn't have any to spend yet, anyway), Seth cannot use his ability before his Draw Phase.


Seth's score:


Ramp (gaining extra attribute points): 2


Card Advantage (or selection): 5


Tempo (gaining extra actions): 1


Removal (of Items): 1


Destruction (of tokens): 1


Disruption (or control): 0


Defense (or healing): 1


Nuke (extreme damage dealers): 1

This kitsune-human half-breed possesses powerful telekinesis . . . which seems mysteriously unrelated to kitsune magic.


Cocky and wearing a chip on his shoulder, Seth quickly makes a name for himself after he applies to the Inari Clan.

He trains beside Olivia and Tenko, under House Mother Yukari.


Orphaned by his parents, Seth seeks a stage upon which he can prove his worth.

This leads him to become something of a bully to the other students at Inari House.

However, his rivalry with Nigel humbles him for the better.


He finds a mentor in Rebecca's father, Jason Riggs.

As a member of the border guard, Riggs monitors portals between worlds.

Riggs sees potential in Seth and teaches him swordsmanship.


. . . Eventually, Seth learns the horrible identity of his father.

Get started with the first novel in the series: Daughters of Darkwana!

Click the link below.

Daughters of Darkwana

How Support Cards Work

Play a Support from your hand at the cost of 1 action.


When you do, place the card face-up on your side of the field, above your character board.

This puts the card both "in play" and "under your control."


Next, place a number of Stamina tokens on that Support equal to the number of points

you have in Influence at that exact moment.


While on your side of the field, Supports offer continuous effects to aid you.


Unless the Support says otherwise, you do not need to spend an action to activate the effect(s) of a Support already in play (you spend an action to put it from your hand onto the field, but, once it's there, it's typically free to activate).


At the start of your turn(s), remove 1 Stamina from every Support you control.


The instant a Support has no Stamina, destroy it (sending it to its discard pile).


Like Items, Supports have an orange trigger box above their text box, telling you when and how often its effects are triggered or can be activated.

Card Number 025: Olivia

While this Support is on your side of the field, you will, at the end your turn, deal 2 points of damage to any 1 opponent.


Combine this with his Items, and you can quickly put the game out of your opponents' reach.

Card Number 026: Yukari

While this Support is on your side of the field, you will, at the end of your turn, deal damage equal to the number of cards you drew that turn.

Yes, that includes the card you drew during your draw phase.

No, this does not include the 3 cards in your opening hand.


Like Olivia, this pairs well with Seth's Items.


Remember that when more than 1 card triggers at the same time, such as at "the end of your turn," the player taking their turn decides in which order those cards resolve (a card's individual effects always resolve in the order they're written).

If you have Seth's Item, Angel's Sword, in play, which allows him to draw 2 cards when he lowers an opponent's hit points, the order in which you resolve things matters.

If Yukari damages an opponent at the end of Seth's turn, and Seth afterwards triggers Angel's Sword to draw 2 cards, this will not reactivate Yukari a second time at the end of the same turn, meaning Yukari won't deal an extra 2 points of damage for the 2 cards Seth just drew via Angel's Sword.

HOWEVER, if Seth has, let's say, Oliva, Yukari, (both have "end of your turn" triggers), and Angel's Sword on his side of the field, Seth COULD trigger Oliva first, dealing 2 damage and thus triggering Angel's Sword, causing him to draw a card. THEN Seth could trigger Yukari, dealing damage equal to all the cards Seth drew that turn, in this case including the 1 Angel's sword netted him.

In this example, Seth COULD trigger Yuakri before Olivia, but that would result in dealing 1 points fewer damage via Yukari (because Yukari would've, in that case, triggered BEFORE Angel's Sword).

Order of operations matters.

Card Number 027: Jason Riggs

Ramp (gaining extra attribute points) is great.


In true Seth style, this is the simplest, repetitive ramp imaginable.


While Jason Riggs is on your side of the field, you will, at the end of turn, gain 1 point in the attribute of your choice (they all max at 5 points).


Note that when a card's trigger box says something like "the end of your turn" or "the start of your turn" or anything like that, it means each of your turns for as long as that card is on your side of the field.


In the early to mid game, Jason Riggs helps you stay ahead of your opponents.

The longer the game goes, the less this Support does for you.

Given Seth's fast-punching nature, though, his matches often never see what "late game" looks like.

Still, if you reload (which Seth rarely does, given his ability), Jason Riggs is a good card to banish, as it's probably already done its work by that point.

How Event Cards Work

Spend 1 action to play an Event from your hand.


Do what the card says in the order it's written.


While an Event's effects resolve, that card does not exist anywhere.

It is considered, "in the ether," no longer in your hand, on the field, in a deck or discard pile.


Only after its effects resolve, will a played Event enter its discard pile.

Card Number 028:

(artwork and title coming soon)


As an extra cost of playing this Event, you must destroy (remove from your side of the field and send to its discard pile) 1 Support you control.


The result?

You gain 2 actions.


This can prove a good deal if you're Support's about to bite the dust, anyway.

It's game-breaking if your deck is empty.

In that case, you could:

1) Activate this card (1 action, gaining you 2, leaving you with 3 actions floating)

2) Activate Seth's ability, telekinesis, to "shuffle" a card (something lethal, like Mount Tantrum) from his discard pile into his otherwise empty deck (2 actions remaining)

3) Draw that freshly "shuffled" card for an action (1 action remaining)

and 4) Use his remaining action to play that card, often winning the game on the spot.

How Item Cards Work

Spend 1 action to play an Item from your hand.


To do this, you'll need a number of points in Knowledge equal to or greater than the Item's level.


When you play an Item, place it face-up on your side of the field above your character board.

It's now considered "under Your control" and "in play."


While on your side of the field, Items offer continuous effects to aid you.


Unless an Item  in play says otherwise, you do not need to spend any actions to activate its effect(s).


Like Supports, Items have an orange trigger box that tells you when and how often its effects are triggered or can be activated.

Card Number 029: Bokken

While this Item is on your side of the field, up to once during EVERY player's turn, whenever you would lose hit points, lower that damage by 1 point.


This might sound slight, but it really adds up after a few rounds.


You don't have to use Bokken to block the 1st instance of damage coming your way every turn, but there's rarely a reason to sit on the effect, especially when you never know for sure if a 2nd occurrence of damage is coming.


Note that Bokken can work its magic once per turn, EVERY player's turn, including your own.

Card Number 030: Angel's Sword

Once per turn, while this Level 3 Item is on your side of the field, when you lower an opponent's hit points, you'll draw 1 card from your deck, adding it to your hand.


This can result in excellent card draw, which can power-up his Support card, Yukari.


Angel's Sword gives great value in the early game, but as Seth's deck thins (as it will) this card will provide less card advantage.


Note that as long as you have cards in your deck, Angel's Sword's effect happens whether you like it or not.

If for some reason you don't want to draw any cards with its effect (for whatever weird reason) that's too bad--you should've thought of that before putting Angel's Sword on the field.

Card Number 031: Arondight

Ever wonder what you opponent looks like sobbing uncontrollably in the fetal position?

Find out with Arondight!


As long as this Level 4 Item is on your side of the field, you may, once per every player's turn, add 3 extra points of damage to 1 of your attacks.

This doesn't have to be your 1st attack of the turn, but you might not get another chance.

If you attack your opponent while boosting the attack with Arondight, and that attack is negated, you cannot use Arondight again during that same turn to boost a 2nd attack.


If you're playing against Seth, & you notice he's investing a lot of points in Knowledge, you better get some removal handy and sit on it, because you'll want to blow this Item up the second it shows its ugly face.

Deal with Seth's cards before they deal with you, folks.

Card Number 032: Intense Study

When you play this Event, you'll deal damage equal to your Knowledge.


Afterwards, gain 1 point in any attribute (they each max at 5 points).


Remember to perform your card effects in the order they're written.


If you have Angel's word on your side of the field, Intense Study's 1st effect, the damage, would trigger Angel's Sword, drawing you a card to look at BEFORE Intense Study's 2nd effect, gaining an attribute, resolves.

This can make a serious difference.

Card Number 033: Race

"I Play . . . the Race Card!"

(I swear I didn't design this just to make that joke)


When you play this Event, swing at an opponent's hit points with damage equal to your Combat.


Afterwards, draw up to 1 card.

Card Number 034: Mount Tantrum

Seth's nuke, Mount Tantrum, is the only card in the game (thus far) directly affected by 2 attributes.

In this case, when you play Mount Tantrum, you'll deal damage equal to your Combat PLUS your Influence.

With a full bar (5 points) in each, this card swings for 10 points of damage (half life bar)!


This is Seth's nuke, though at a cap of 10 points (unless affected by a card like Arondight), it barely qualifies as such.

However, its low-grade, nuclear capabilities are more than made up for by its ease of use.

Card Number 035: Assassinate

Token destruction is important, and Seth has the most explosive . . . in terms of how MANY tokens he can remove with a single card.

The downside is that this card does nothing else, making it useless in any situation with no tokens worth destroying.


When you play this Event, you'll destroy a number of tokens equal to or fewer than TWICE the number of points you have in Combat.


Remember that, with token destruction, you can mix and match your targets, blowing up any combination of Stamina, Bleed tokens, Relics, or whichever tokens future sets of Duelists offer.


If you're playing against Seth, and he's investing in Combat, be aware that he can deal easily with large numbers of tokens.

Card Number 036: Spiral District

When you play this Event, destroy (and sends to their discard pile) a number of Items on the field.

That number can be as high as the number of points you possess in Combat.


Like Seth's other card, Assassinate, Spiral District only does one thing, though it does it very well.

If he hasn't worthwhile Items to destroy, Spiral District becomes dead weight in Seth's hand.

However, with this card in hand, Seth can wipe the board of any pesky Items.


If you're playing against Seth, and he's investing in Combat, be aware that he can deal easily with Items.


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