Played at the beginning of the player's turn, this card is not discarded. It affects all players and remains in effect until any other rule card is played. During phase 2 a player can opt to raze one of his own realms, in addition to playing a realm or holding. While this rule is in effect, the first player to have six razed realms in his formation for one full turn wins, instead of the normal winning conditions. Players may attack razed realms in another player's formation to discard them, if successful.
Copyrights:
TSR
Wizards of the Coast
This is a sneaky card to play in a game. It is also a card to build deck strategy around; don't include this card unless you plan your deck around it. In phase 2, a player may raze one of his own realms. They may also play a realm or holding; note that the rule card prevents the playing of one of each. A player must have six razed realms for one full turn around the table to win, turns gained by Caravan [4th-131] or Ancient Kalidnay [AR-92] do not count for victory purposes, like they do for in the Barbarian's Rule varient.
A razed realm may be discarded in the same fashion that unrazed realms may be razed; if a champion attacks and there is no defense, the realm is discarded. Realm champions of razed realms cannot defend. A good card to include in a deck using Playing to Lose is Iuz, the Avatar of Evil [4th-488] as well as any of the realms that can be raised to activate that realm's special power, such as Ancient Kalidnay or the Scarlet Brotherhood [3rd-135].
A player must have six razed realms in his formation for a full turn (phase 2 to phase 2) in order to meet the victory conditions of Playing to Lose.