This follows immediately from the previous post about player powers. After Divination and Sponsorship, there are powers that let you directly affect the other players in a bid to win the game. Rather than beating around the bush here, I’m just going to launch into the next two powers, Depletion and Banishment.

Depletion [Standard]
Activate 1 Reserve to force target player to exile 1 Destiny. (To activate a card, commit Resources of greater value.)

This power is your first and most basic form of attack: with it, you use the cards you’ve put in your Reserve to whittle down your opponent’s Destiny, and move closer toward achieving a victory by default (by being the last player standing). This power introduces two new concepts: activating cards and exiling cards.

As described in the power itself, to activate a card in your Reserve, you must commit Resources of greater value. This functions on the same concept as sponsorship, so I’m going to leave it at that and move on to the next term, exile. If you’re familiar with the rules of Magic: the Gathering, then you should be familiar with the concept of removing cards from the game. Exiled cards go to the Outskirts.

In the world where these games take place, exile is a fate worse than death — when cards (especially character cards) go into the Outskirts, they’re consigned to wander for the rest of their lives — let’s just say there are very few ways to bring cards back from the Outskirts. They’re still part of the game, and cards can, in fact, return from exile, but it takes a very rare and special event to do so.

Example: It’s been a couple turns, but I still have my eight of diamonds in my Reserve. I get a lucky divination that puts a ten of diamonds in my Resources. I commit the ten to activate my eight and my opponent has to lose the top card of their deck.

Banishment [Standard]
Activate 1 Reserve. If its value is greater than the value of target Reserve, its player exiles Destiny equal to the difference.

This is the player power that starts to make this into a strategy game. Each card you put in your Reserve becomes a liability, because if your opponent is able to activate a stronger card, they can wind up costing you a lot of Destiny. There’s math involved in this power but we’re just expanding on concepts that have been introduced.

Example: My eight of diamonds is rocking the battlefield, and my opponent has moved his own five of spades into his Reserve in an attempt to fight back. I get a queen of clubs, so I commit the queen to activate my eight, targeting my opponent’s five of spades. He has to exile 3 cards now.

Admittedly, I’d love to put a face card in my Reserve, but they’re difficult to activate. The queen from the example above can only be activated by a card of greater value — meaning a king. This means you have to think carefully about the cards you put in your Reserve. The bigger the value, the harder they are to activate, but the smaller they are, the bigger a target for Banishment they are.

I’ll put a review of the game behind another “more” tag.

You have several areas of the game to consider, now.
Destiny — your deck
Resources — your Destiny revealed
Exhaust — your discard pile
Reserve — your Resources put to work
Outskirts — cards that go here don’t often come back

1. Use Divination to put your Destiny into Resources.
2. Use Sponsorship to put your Resources in Reserve.
3. Use Depletion to eliminate your opponent’s Destiny.
4. Use Banishment to target your opponent’s Reserve for massive damage.