


Four Horseman: War
Special Ability: Incite Conflict
Once per game, during the Night Phase, you select two living players to enter a Duel Phase.
During the next Day Phase:
All living players must vote between the two duelists.
Players who refuse or cannot decide will have their vote default to the duelist seated closest to them.
The duelist with the most votes is immediately eliminated.
In the event of a tie, both duelists are eliminated.
Passive Ability: Blood Keeps Boiling
If the target of your Duel is saved from banishment by any other ability (e.g., Sorcerer, Saint effect, immunity), it still counts as if they were banished and brought back—your ability is considered successful.
Win Condition: All Four Horsemen (War, Famine, Pestilence, Death) must each use their ability successfully at least once. If this occurs, only one of them must survive to be among the final 3 players for the Four Horsemen to win.
Special Ability: Incite Conflict
Once per game, during the Night Phase, you select two living players to enter a Duel Phase.
During the next Day Phase:
All living players must vote between the two duelists.
Players who refuse or cannot decide will have their vote default to the duelist seated closest to them.
The duelist with the most votes is immediately eliminated.
In the event of a tie, both duelists are eliminated.
Passive Ability: Blood Keeps Boiling
If the target of your Duel is saved from banishment by any other ability (e.g., Sorcerer, Saint effect, immunity), it still counts as if they were banished and brought back—your ability is considered successful.
Win Condition: All Four Horsemen (War, Famine, Pestilence, Death) must each use their ability successfully at least once. If this occurs, only one of them must survive to be among the final 3 players for the Four Horsemen to win.