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M A G I C T I M E S
Balance the Black and White magic of the land.

Eternal hallucinations pervade in an era of White magic.
Self annihilation pervades in an era of Black magic.
Steer the course to create a magic nation.

Aim for 101 to 115. Above 115 invokes White magic to try to bring you back from annihilation.

* Your score increments are unpredictable but bounded.
* Blessings can save or ruin lives.
* Pairings create sudden spikes or collapses.

Scoring Reference
Base Values
Black icons
2,3,4,5,6,7,8,9,10 = numbered cards have the same value

Coloured icons
Jacks = 11 (2 icons), Queens = 12 (3 icons), Kings = 13 (4 icons)
3 Aces = 14 (1 icon)
Mystic Ace = random value 1 to 14.
Identical Numbers (2 to 10)
Second card value is cancelled.
Face-Rank Interactions
King(Rulers) vs King(Saints) → Saints = 12
King(Rulers) vs King(Pagans) → Pagans = 14
King(Rulers) vs King(Mystics) → Mystics = 13

Queen(Rulers) vs Queen(Saints) → Saints = 12
Queen(Rulers) vs Queen(Pagans) → Pagans = 11
Queen(Rulers) vs Queen(Mystics) → Mystics = 13

Jack(Rulers) vs Jack(Saints) → Saints = 12
Jack(Rulers) vs Jack(Pagans) → Pagans = 11
Jack(Rulers) vs Jack(Mystics) → Mystics = 10
Suit-Pair Rules
Rulers + Rulers → highest card only
Saints + Saints → +3
Pagans + Pagans → halve total
Mystics + Mystics → random 1–14
Blessings
🜂 Rulers → tyrant. +7 or -7 after pair scoring
🜁 Saints → holy. New card becomes Saints
🜄 Pagans → ritual. Sacrifice and hope
🜃 Mystics → visionary. Shows next 2 cards. Choose one
Switch Bonus
+2 when you alternate between left/right cards
Start Over
○ RESET