Final Phase at the Last Path Space
The limited-card continuation triggered when the Dark Arts Marker reaches the last path space.
Also indexed as:Game End · final cards · draw · tie · 终局 · 最终阶段 · 平局 · 五张牌
Reference facts
- Type
- Rule mechanism
- Category
- Rules & objectives
- Rules basis
- MinaLima public rulebook; printed-page references below.
Effect & use
Players receive final cards under the last-space rule and can no longer Replenish. Page 22 says to draw up to five, while page 23 describes five final cards; their handling of an existing hand is not unambiguous. Continue towards the usual victory objectives; a draw occurs if everyone runs out of cards before anyone wins.
Where to find it / how to resolve it
Trigger this phase by moving the Dark Arts Marker to the last path space. If not already taken, the Dark Arts Player must take a Location Card there and needs one pawn at its location.
Restrictions & timing
- The Replenish ban does not prevent drawing through card effects or Card Draw spaces.
- The last space is not an immediate Dark Arts victory or an immediate draw; remaining play may still produce a winner.
- Do not infer that an existing hand must be discarded or that exactly five cards are added to it: the public rulebook uses differing wording.
Where guides use this entry
Sources & revision history
Page numbers refer to printed rulebook pages. Each link opens the PDF spread containing that page.
- The last-space paragraph, its draw exception and Game End establish continuation and the tie condition.
Rules source review: · Initial entry checked against the publisher’s public rulebook.
Changes affecting this page
- · 1.6.0
Consistent terms, section search and two-side teaching
Unified 35 sourced English–Chinese terms and registered all three open rule questions. Search and guide backlinks now lead to matching sections in the current language. Added card-flow diagrams, conditional Dark Arts lessons and exact movement allowances alongside the five existing House comparisons. Unknown rules, routes, card effects and future draws remain unfilled.
View this revision → - · 1.3.0
Content quality work in this revision
Added a 24-category component catalogue, nine sourced card examples and a rechecked Alohomora entry; the catalogue remains an identified sample rather than a complete Acquire Deck. Added a complete setup and first-round walkthrough with a player-count checklist, cross-links across all eight guides, reference information boxes, a clarification register, page-specific history and local correction drafts. This records reviewed preview content, without announcing the custom-domain launch.
View this revision → - · 1.2.0
Diagrams, tabletop reference and navigation
Added original component, movement and encounter schematics, a printable quick reference, site-wide search, spelling suggestions and shareable filters. Reference entries and examples gained section navigation. Diagrams explain rules without claiming exact board coordinates.
View this revision → - · 1.1.0
Narrowed the final-phase example
Removed an impossible starting state from the last-space example. It begins with white and orange Progress Tokens, then takes the red token and Location Card together. Existing-hand and earlier-Location-Card questions are explicitly left unresolved.
View this revision → - · 1.1.0
First source-checked reference library
Published 40 bilingual entries and eight hypothetical rule examples alongside eight guides. Entries and examples include printed-page sources, related terms and review dates. Full-text search indexes the visible guide, entry and example text.
View this revision →