Sanctum (game) - Structure

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.

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Famous quotes containing the word structure:

    It is difficult even to choose the adjective
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    Wallace Stevens (1879–1955)

    I’m a Sunday School teacher, and I’ve always known that the structure of law is founded on the Christian ethic that you shall love the Lord your God and your neighbor as yourself—a very high and perfect standard. We all know the fallibility of man, and the contentions in society, as described by Reinhold Niebuhr and many others, don’t permit us to achieve perfection.
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    Women over fifty already form one of the largest groups in the population structure of the western world. As long as they like themselves, they will not be an oppressed minority. In order to like themselves they must reject trivialization by others of who and what they are. A grown woman should not have to masquerade as a girl in order to remain in the land of the living.
    Germaine Greer (b. 1939)