
- BGG rank
- BGG #452
- BGG rating
- 7.3
Abyss
- 2–4 players
- 30–60 min
- Complexity 2.3/5
- 2014

Rules assistance for Ember: Mage Nights
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

What would you like to know?
Answers come from the official rulebook, with the page to check.
Ember: Mage Nights is an expansion for Ember: The Magical Card Game released in 2017 for 3–5 players, 15–30 minutes per game, and ages 8 and up. It was designed by Stuart Garside and its main mechanics are Hand Management, Set Collection, and Memory.
Description from the publisher: Can you be the Archmage’s favourite by conjuring the most powerful mythical creatures? Use their unique abilities to bolster your magical powers or hinder your enemies in this game of luck, strategy, magic, and creatures of legend. Ember: Mage Nights sees a reprint of the wizard playing cards (in order for Ember to be a complete and playable game once more) and also includes thirteen Spell cards that offer even more replayability. With all new luck-mitigating rules and ever more game-play additions, this may be the final expansion for Ember, but for the players, the quest is only just beginning! WIZARD CARDS: The Wizard Cards are a reprint of the original core game Wizard cards in a brand new box. These cards are completely reworked to make them crystal clear and to remove any of the vagaries that surrounded some of the original cards. THE SPELLS: Mage Nights contains thirteen brand new spell cards that go in the Draw Deck and allow you to either use those powers as wild cards in conjuring, or to perform spells like the mighty Fireball, or to heal damage done to your creatures with Cure Light Wounds.
Ember: Mage Nights supports 3–5 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Ember: Mage Nights is 15–30 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Ember: Mage Nights for ages 8 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Ember: Mage Nights belongs to these categories: Card Game, Fantasy, and Expansion for Base-game. Its main mechanics are Hand Management, Set Collection, and Memory. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Ember: Mage Nights are: Stuart Garside. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Ember: Mage Nights as an expansion for Ember: The Magical Card Game. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need Ember: The Magical Card Game to use it. Check that your edition of Ember: The Magical Card Game is compatible, as some expansions were revised between editions.