Structure
As with many fantasy games, spell-casting in Sanctum is constrained by a limited resource called Mana. In this game, mana comes in six types, in three pairs of opposites:
- Strife / Order
- Clarity / Mystery
- Will / World
There are also twelve "houses", each holding claim to a specific pair of mana types, one major and one minor for that house, and a race of beings who serve it with a special power:
| House Name | Major Mana | Minor Mana | Nation | Special Ability |
|---|---|---|---|---|
| Abomination | Will | Strife | Imps | +1 Hand Damage |
| Body | World | Mystery | Cyclopes | +2 Hit Points |
| Death | Mystery | Will | Keepers | +1 Hand Damage |
| Despair | Mystery | Strife | Shadows | Mountainwalk |
| Hope | Clarity | Order | Visions | Waterwalk |
| Justice | Order | Mystery | Gargoyles | +2 hit points |
| Life | Clarity | World | Elves | +1 Missile Damage |
| Making | Order | Will | Dwarves | Mountainwalk |
| Mind | Will | Clarity | Djinni | Waterwalk |
| Nature | World | Order | Satyrs | +1 Missile Damage |
| Unmaking | Strife | World | Misfits | +2 hit points |
| War | Strife | Clarity | Humans | +1 Hand Damage |
Decks of at least 30 cards were constructed and assigned a specific house, though cards from other houses could be included.
Read more about this topic: Sanctum (game)
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