CLAIM REINFORCEMENTS: MAGIC



OBJECTIVE OF CLAIM REINFORCEMENTS MAGIC: Capture the majority of at least three factions to win the game 

NUMBER OF PLAYERS: 2 -4 players 

CONTENTS: 58 cards 

TYPE OF GAME: Trick Taking Card Game 

AUDIENCE: Ages 10+ 


INTRODUCTION OF CLAIM REINFORCEMENTS: MAGIC 

Claim Reinforcements: Magic is an expansion that can be played with Claim or Claim 2.  Three new factions are introduced in this expansion that offer some very interesting changes to the game.  Wizards have entered the battle with their potions, Druids transform into bears, and Shapeshifters manipulate the cards that are won. 

CONTENTS 

The Magic expansion of Claim includes 58 playing cards.  There are 18 Artifact cards, 30 faction cards, and 10 Potion cards in the deck.  Four new factions are included: Wizards, Druids, and Shapeshifters.  The potions are only used when the Wizards are included in the deck. 

Two player reference cards are also included in the box.  

FACTION POWERS 

Each faction has a special ability that is activated at some point during the game. 

WIZARDS 

When the Wizard faction is incorporated in the deck, shuffle all of the Potion cards and place them in a pile face down.  If a player wins a trick with a Wizard card, they draw a potion card and place it face down in front of them.  They cannot look at the card.  Once a player has a potion, they may use it when playing another card.  Simply flip the potion over to unveil it and then play a card to the trick.  The potion might increase or decrease the rank of the card played. 

DRUIDS 

During Phase 1, if a player plays a Druid to the trick and loses, they keep that card in front of them on the table and rotate it to activate the Bear side.  It affects the card they play for the next trick.  The card they play next gets +3 added to its rank.  The Druid Bear is then discarded from the game. 

SHAPESHIFTERS 

When a Shapshifter is played during Phase 1, that card is switched with the face up card that players are competing for.  The player is now playing that card to the trick, and the Shapeshifter is being competed over. 

ARTIFACTS 

At the beginning of the game, shuffle the artifact deck and deal three to each player.  Players can look at these cards, but they should not show them to their opponent.  Each artifact has a special ability and a rule regarding when it can be played. 

CROWN OF LIGHT 

The Crown of Light is played at the end of the game.  This card is added to any one of the player’s factions, and it counts as a 5 in that faction. 

SERPENT SWORD 

This Artifact is played along with a card from the player’s hand.  It adds +3 to the played card. 

HORN OF SILENCE 

This Artifact can only be played during Phase 2.  At the end of a trick but before cards are collected,   each player takes the card they played and adds it to their Score Pile.  The player who would have won still leads the next trick. 

SPEAR OF VENGEANCE 

Play this Artifact after losing a trick in Phase 2.  Remove one of the played cards from the game.  It cannot be collected. 

CRYSTAL BALL 

If a player loses the trick during Phase 1, Crystal Ball can be played.  That player draws the top 3 cards from the draw pile instead of just 1.  They look at the cards, take the one they want, and shuffle the other two back into the deck. 

THE FOOL’S CRYSTAL 

Play during Phase 2 as cards are collected for the Score Pile.  The player places the card back in their hand, and they choose a card from their hand to put into the Score Pile. 

THE MAGICIAN’S HORSE 

At the end of the trick but before cards are collected, the Magician’s Horse can be played.  That player swaps the card they played with one card from their hand.  Then the trick-winner and loser is determined. 

FLYING BOOTS 

Flying Boots can be played at any time.  Add +2 to the next two cards played by this player. 

FORGOTTEN RUNESTONE 

This card becomes an extra Faction card during scoring.  Play this before collecting cards for the Score Pile.  Place this under any Faction card of the player’s choice and discard one Faction card that was collected after the trick.  This Artifact is only playable during Phase 2.  

ETERNAL LANTERN 

After winning a trick in Phase 2, the trick-winner takes three cards from their opponent’s hand.  They get to look at them and then give them back to their opponent.  The opponent must have five or more cards in their hand for this Artifact to be used. 

STAFF OF ORDER 

When a player loses a trick, they can play Staff of Order.  This allows them to lead the next trick.  This card can be played during either phase. 

FROST NECKLACE 

During Phase 2, the Frost Necklace can be played when both cards are played to the trick.  Place those two cards aside and play another trick.  The same player leads.  Whoever wins the second trick also wins the first one.  They collect all of the cards.  The Frost Necklace is discarded. 

DIVINE HOURGLASS 

Turn back time with the Divine Hourglass.  After both cards are played to the trick, play Divine Hourglass.  Both cards are returned to the players’ hands, and a new trick is played. 

SHIELD OF THE VEIL 

Play this card as an opponent is playing their card.  Deduct -3 from the opponent’s card. 

STEIN OF KINGS 

Playing the Stein of Kings with a card from the player’s hand allows the player to change the faction of their card. 

AXE OF THE CLOUDS 

Play this card to make the opponent’s next to cards played deduct -2 from their rank. 

LOVER’S BOW 

The player who is leading the trick can play Lover’s Bow.  They will play two cards instead of one.  Their first card determines the suit that must be followed by their second card.  Their opponent also plays two cards from their hand.  They must follow suit if they can. 

NIGHT RING 

When playing the second card to a trick, play Night Ring.  That player does not have to match the lead faction.  They do not need to match the faction to win.  They only need to play a higher number. 

Mark Ball
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