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rules for Wiz-War - Fantasy Flight Games

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1. When a wizard picks up a treasure place it in _his wizard s colored base OAMAGING ANO OESTROYING OBJECTS The only objects that can be attacked and damaged are walls and doors In addition created objects and dropped objects can be attacked if specified on their Magic card For every 3 damage dealt to an object it suffers one CRACK Less than 3 damage from a single attack has no effect on an object and excess damage less than the next increment of 3 is wasted Thus dealing 7 damage to an object would inflict two cracks to it while dealing 9 damage would inflict three cracks Players place crack tokens on walls doors and objects to indicate any cracks they have suffered Stone walls take five cracks to destroy Doors take three cracks to destroy Outer walls of the labyrinth treasures and objects whose Magic cards do not specify a crack limit are indestructible and cannot be damaged Outer walls include any wall which if moved through would cause the player to leave the game board If a door or wall is destroyed place a destroyed wall marker on that door or wall to indicate that it has been destroyed If a door or wall is destroyed leaving a column not connected to any door or wall then that column is destroyed as well DAMAGING AN OBJECT E The green wizard casts Fireball at a stone wall It suffers 5 damage and takes a crack The green player places a cra
2. E i PS tS NANA NENN E nL oe LM TAC SZ Ta sal 5 INTRODUCTION Callista stands amidst a labyrinth of crackling mystic energy gazing at her opponents in the distance Yesterday they were merely academic rivals But today they are deadly enemies The winner of today s duel becomes Guildmaster of the Arcane Order with untold power at his fingertips The losers are banished from the guild forever if they are not killed first Unwavering Callista incants her first spell transforming herself into a swift and savage werewolf and lopes off into the labyrinth Let the Wiz War begin OVERVIEW Wiz War is a game of magical combat in an underground stone labyrinth for two to four players Each player takes on the role of a wizard attempting to kill his enemies and steal their valuable treasure OBJECT or TNE GAME The first player to score 2 victory points wins the game A player scores 1 victory point each time he kills an enemy wizard and 1 victory point each time he brings an enemy treasure to his own base Alternatively if only one player s wizard is left alive he wins the game COMPONENT List This section lists the physical components of Wiz War e This Rulebook e 4 Sector Boards e 4 Plastic Wizard Figures e 4 Plastic Wizard Bases 1 in each player color e 5 Plastic Transformed Wizard Figures e 4 Life Dials 1 in each player color each with 1 faceplate
3. Base Speed The standard number of movement points a F S wizard has for his turn usually 3 He can move one square per point used J A perp f i Carried Item An item card in a player s play area that 3 1 represents an item his wizard has available for use or is currently using While carried the item counts toward the Y player s hand size and is not an object If dropped the item s is represented on the board by a marker and becomes a dropped object which counts as an object ec Colored Base A player s wizard figure fits into the hole in the center of the base and a treasure marker may be placed into its tab when picked up The color of each base represents a different player Crack Token A cardboard token that marks that an object has sustained lasting damage An object that suffers 3 damage at a time suffers one crack Some objects cannot suffer cracks while others are destroyed after accumulating a certain number of cracks Door A type of object that can exist on the border line between squares Some doors are already on sector boards while others are represented by markers placed on the board Doors can be locked or unlocked Energy Card A type of Magic card that can be used to boost a wizard s movement or spell Game Board Collectively all of the sector boards that form the labyrinth Home Base Square The square on a sector board in a player color that indicates which wizar
4. The Magic card takes effect and is then discarded from play along with any energy cards used with it Attack cards usually have a duration of instant Discarded Magic cards are placed faceup in a discard pile next to the Magic deck ATACAR Bi PVT re UP IACTA eit target s square i ae ja If a wizard targets a wall door or corridor he must have CEMPORARY 4O K ae sight to pe y AH iss of uL e The Magic card is placed faceup in the player s play area and a 1 ind We 3 aed i f y DNE T T Mii dth remains in play for a limited number of turns usually equal NG me a EN a aa l e BELA o ocked ane he to the spell s energy To indicate this place energy tokens agiG card cannobbe used on that target on the spell s card equal to its energy any energy cards used with the spell are then discarded During the Time Passes phase of the caster s turn he removes one energy token from each of his temporary spells After removing the last energy token from a temporary spell immediately For a target to be adjacent the caster must not only have discard the spell The caster may end the spell at any time clear line of sight to it but he must also be in the same during his turn at which point the spell is discarded from square or in a square next to the target Squares can play While the spell lasts the caster must maintain it see be diagonally adjacent Maintaining Spells on page 11 Line of sight may be traced throu
5. all of the Magic cards except the Black Cantrip cards together to form one enormous Magic deck heavy tcems A wizard s Move and Cast phase immediately ends after picking up any object just like treasures This discourages players from dropping and picking up items PERMANENT CREATIONS Created objects such as walls and thornbushes are permanent once created Unlike other spells they are not maintained Simply place such spells near the board only discarding them when the objects they represent are destroyed When players use this optional rule a caster cannot voluntarily dispel an object of his own creation Ww TREASURE Nunters In order to win a player must either be the sole survivor or have two enemy treasures lying in his home base square When using this optional rule players do not earn victory points for killing enemy wizards CREDITS CA z Game Design Tom Jolly I would like to dedicate this edition of Wiz War to Jeffrey Halsey Smith a good friend who helped breathe life into Wiz War and who will be sorely missed Tom Jolly Tom Jolly wishes to thank Robert Berryhill Craig Bradley Frank Branham Brandon Brylawski Eric Burgess amp Friends Geoff Case Larry Chambers amp his suffering wife amp friends the dozens of playtesters from the Society of Wizards and Warriors Howard Freedland Martin Gallo the gang at Swarthmore Bruce Glassco Lee Gold Aaron Grier Peter Hawkins
6. 1 dial and 1 plastic connector e 1 Random Direction Overlay e 137 Cardboard Pieces including 45 Object Markers 4 Portal Markers 8 Treasure Markers 2 in each player color 20 Crack Tokens 26 Energy Tokens 24 Hat Tokens 6 in each player color 10 Stun Tokens e 168 Magic Cards 24 per school t I1Four sided Die s ES Plastic Portal Stands COMPONENT OVERVIEW e This section describes the Wiz War components in detail J FI SECTOR BOAROS These sector boards are used to build the game board Each sector board shows a map on each side one with a classic layout from the original version of the game and one with a new layout created for this edition Se PLASTIC WIZARO FIGURES ANS COLORED BASES The plastic wizard figures represent the players wizards during the game and are placed on the colored bases to indicate which player controls which wizard Each wizard figure has a unique appearance but it does not affect gameplay Pf F gaa i f An L 4 Bate fs Ae i r ml OO FN Em ET p a CH 32 E T ug E a et m PLASTIC CRANSFORMEO NVIZARO FIGURES The transformed wizard figures represent wizards who have changed into a different physical form F Ta PATAV CAV PM Life TRACKERS The life trackers correspond to the player colors and indicate a wizard s current life total A
7. EE T 4 Nonser R umge eo te ne a 9 Pore sige Gc M Se eee 4 9 5s oe ee 10 Time Passes Phase 499 9 99 0 0 0 22 a ee Types of Magic Cards 8 RT ORAL Lo 9 Uncluttered Minds 2 s TRE m cT 16 Winning the Game smaa 255 8 MEALS NN 6 CARO CLARIFICATIONS This section provides additional explanation of the effects of particular cards Featherweight If the attack originates in your square you choose which direction to move Wall of Earth Wall of Earth is immune to damage and it blocks both and movement Thus Slow Death would be canceled since it requires Fireball would strike the wall and have no effect and Lightning Bolt would reverse direction after hitting the wall Waterbolt If the target is in your square you choose which direction to knock it back The target cannot be knocked back around a corner Around the Corner See the diagram below for an example of using this spell see Sy OTC The red wizard wants to cast Fireball at one of his rivals but he cannot draw line of sight to either of them With Fireball he also plays Around the Corner which allows him to bend Fireball around the corner There are two possible ways that the spell can bend around the corner 1 The spell can bend around the corner 90 and hit the blue wizard 2 The spell can bend around the corner 180 and hit the green wizard
8. Ve NIA Secap OIAGRAM Foun pLAyeg GA ME fe A be ra 9 E Well rT do Sector Board 5 Crack Tokens 9 Treasure Marker Wizard Figure 6 Energy Tokens 10 Portal Magic Deck 7 Starting Hand 11 Life Tracker Stun Tokens 8 Hat Tokens VARIABLE PLAYER SETUP a PLAYERS TURN In Wiz War players take turns starting with the first player and continuing clockwise around the table Each player completes his entire turn before the next player begins his turn Players continue taking turns around the table until one player wins the game The player taking his turn is the ACTIVE PLAYER Each player s turn consists of the following phases 1 Time Passes The player reduces the duration of each of his temporary spells by one turn and he discards any expired spells 2 Move and Cast The player may move his wizard figure up to three squares plus an optional speed boost cast any number of neutral spells and attack one enemy 3 Discard and Draw The player may discard any cards from his hand Then if he has fewer than seven cards in his hand he may draw up to two cards from the Magic deck not exceeding the hand limit of seven Each phase is detailed over the next few pages 1 Cime PASSES PRASE During this phase the active player performs the following steps in order 1 Resolve Spell Effects The active player resolves any when time passes on yo
9. as killing enemy wizards A player with 2 victory points wins the game Wizard A plastic figure on or off its colored base representing a player s position on the board Wizard Transformed A plastic figure on or off its colored base representing a player s position on the game board The figure represents the transformed wizard in this new form Wall A type of object that exists on the border line between squares Some walls are already part of the sector board while others are represented by tokens placed on the i sector board At the ends of each wall are columns that are JA part of the wall Outer walls which lie on the edges ofthe 4 fo 1 game board cannot be damaged Arum DAGGER WIZARDBLADE BOOMSTONE MIGHTSTONE HANDFUL OF Tacks UNIVERSAL SOLVENT NuLL POWDER VISIONSTONE BRAINSTONE LIFESTONE POWERSTONE SPEEDSTONE ENERGY Boosy TRAP Dust CLOUD STONE BLOCK ROSEBUSH THORNBUSH DESTROYED WALL ON OPPOSITE SIDE OF CREATED WALL CREATED WALL ON OPPOSITE SIDE OF DESTROYED WALL CREATED DOOR WALL OF FIRE e e cm SEALED DOOR TREASURE
10. at any time during his turn To do so he takes the object marker and places it in his current square he then places its accompanying card faceup near the game board Any number of dropped objects may occupy the same square Any wizard in the same square as a dropped object may pick it up as noted above Dod Up ANO OPPING CREASURES A wizard may pick up a treasure in his current square during his movement Treasures are not considered carried items and do not take up space in a player s hand Instead the player inserts the treasure marker into his wizard s base to show it is being carried Picking up a treasure immediately ends the Move and Cast phase of the player s turn and he immediately proceeds to his Discard and Draw phase A wizard may carry one of his own treasures if he wishes including retrieving it from another wizard s home base square Note A wizard can carry only one treasure at a time During his movement a wizard may drop a carried treasure in his current square without spending a movement point The player simply removes the treasure marker from his wizard s plastic base and places it flat in the square with the wizard Dropping an enemy treasure in a wizard s home base square earns that wizard 1 victory point while the treasure remains in the square UN hc cT mmm Um F Ex E b s XU Amet REC E 2 r R ONE A 1 g d j mh FU i Lo Lo L a
11. boost it 3 4 m T Note The energy card s value replaces the spell s default E 5 energy of 1 it does not add to it The player places five energy tokens on the card to indicate the spell s energy 5 a F U FAW CTEDL D ox 2p AK es or tae wu am EX get abit ME EJ CASTING ANO MAINTAINING A TEMPORARY Spelt 1 A player casts the Extra Arms spell and places it faceup in his play area with 1 energy token on it The card is considered part of his hand During his next turn he removes the energy token and discards the card The card is no longer part of his hand Note The energy value of 3 at the bottom of the card is ignored in this example because the player is choosing to use this card s effect instead of using it to boost another spell OBJECTS The term ogsecrs refers to all inanimate things in the labyrinth except for TREASURES Objects include walls doors stone blocks and dropped items Carried items are not objects and are not affected by spells that specifically target objects If a Magic card affects treasures it specifically refers to treasures instead of objects E y mt ARRICO ITEMS ANO OROppeo OBJECTS Carried Items Carried items are represented by item cards in a player s play area They are assumed to be carried by his wizard figure and are not independently represented on the
12. cause the player Any number of dropped objects can occupy the same to leave the game board are indestructible and impassable square In addition items can be played or dropped while in a wizard s home base square or in an occupied square Spells cannot create objects in a player s home base square A square with a dropped object in it is not considered an or in any square containing an object treasure or creature empty square so Magic cards that target empty squares Walls are created between squares rather than in them For cannot target such a square instance players could not create a thornbush in the same Square as a dagger or another thornbush Nor could they create a Wall of Fire where a stone wall already exists 14 Note A destroyed wall token denotes the absence of a wall and another wall can be created in that spot If a new wall is created its token is placed on top of the destroyed wall token BI crexeing avo O SCROYING WALLS i mee an S 7 z E E Lk a F E i J Y J _ Pa ET Nom F 27 k A E Fm ra Ell a M L E P JU Iu ELI i NES o b a d en Walls cannot be created diagonally they must be cast on one line of a square AOOICIONAlL Rules This section addresses rules not previously explained m Ur Fy PATS Va AH MM DAT TOKENS Hat tokens are placed on cards to identify which
13. gt A gt l Counter spell energy item and neutral spell Players must Pl play Magic cards at the time the card allows usually during ia the active player s turn and at a legal target The following yl sections explain the rules for playing Magic cards pi iil gt Il u CYypesor MAGIC CAROS Players must play different types of Magic cards X at different times as described below ui b i ATTACK Spelt The active wizard may play one attack spell during his turn Casting an attack spell counts as his one attack for the turn He may not attack with a weapon or punch an opponent in the same turn in which he played an attack spell COUNTER SPELL Counter spells are the only spells that may be played during another player s turn Counter spells are cast as a response and the counter spell s card indicates what action or spell to which the card must be played in response ENERGY The active player may play any number of energy cards during a turn An energy card may either be used to boost a wizard s movement during his turn or it may be used along with a spell to boost that spell s effects See Speed Boost on page 7 and Boosting Spells on page 11 for more details Note Some Magic cards display an energy value in the lower middle area of the card Players can spend these cards for their energy value instead of playing them for their effect ITEM e The active player
14. labyrinth Each board has a map on each side composed of 25 squares One side is the classic map and one side is the new map Each board has one home base square at the center in a player color as well as two treasure starting squares Magic Card One of many cards that represent energy items and spells that players use throughout the game There are five types of Magic cards attack spell counter spell energy item and neutral spell Schools of Magic Represented by an icon on the Magic cards and used to build the Magic card deck for each game Spell A Magic card of the attack spell counter spell or neutral spell type Some spells can be maintained or boosted Spell Duration The length of time a spell lasts There are three durations instant temporary and permanent Spell Range The range that a spell s target must be in from the caster There are four ranges self adjacent within Line of Sight LOS and anywhere Stunned A state indicating that a wizard or creature can move or attack but not both The number of stun tokens a player has represents being in this state and its duration Treasure Marker A cardboard token representing the location of a wizard s treasure on the game board Each player has two treasures in his color An opponent s treasure is called enemy treasure Treasures cannot be damaged Victory Point A reward in the game for placing and keeping enemy treasures on your home base square as well
15. of Mutation can change his shape as easily as his clothes Although the various transformations of this school are powerful wise wizards remember that they all have weaknesses and only one transformation can be used at a time Thaumaturgy The final school of magic is the most ancient It contains a well balanced mix of traditional spells as well as an above average amount of magical energy Wizards seeking versatility should look no further than the school of Thaumaturgy ULV E Choose Wizards and Colors Each player chooses one plastic wizard and randomly chooses one player color carefully placing the figure in the base of the player s color Each player then receives the sector board life tracker treasure markers and hat tokens in his player color Build Game Board All players collectively choose one side of the sector boards to play with either new side A or classic side B Next one player takes all the sector boards making sure the side to be used this game is facedown He shuffles the sector boards under the table being sure to change their orientation as well and then randomly builds the game board according to the number of players in the game see Variable Player Setup on page 5 Finally he flips the sector boards faceup and places the portals next to the game board as shown in the diagram Place Wizards and Treasures Each player places his wizard figure in his home base
16. on a die roll of 1 or 2 The green player rolls a 2 so he successfully evades the attack and suffers no damage If the green wizard had rolled a 3 or 4 he would have suffered full damage The blue wizard cannot make another attack this turn Players are free to play as many counter spells in response to the same spell as they wish for example two Shield spells A player may wait for his first counter spell to resolve before playing another one life DAMAGE ANO OYING Each player s wizard starts the game with 15 life and a wizards life can never exceed 20 Any life gained in excess of 20 is wasted A player whose wizard is reduced to o or less life is eliminated from the game and cannot win Remove the wizard figure from the game board The wizard drops all items he was carrying in the square where he died and discards all his maintained spells His treasure markers remain in play A wizard who dies while performing an action that would normally win the game is considered to have died prior to winning the game and that wizard s player is eliminated from the game instead If another player reduces a wizard to o or less life as a direct result of an attack the attacking player immediately scores 1 victory point and places the dead wizard s figure in his play area He then takes any cards the dead wizard s player had left in his hand not including carried items a
17. playing the game Sort them into piles according to the icon in the lower left corner of the card o eo o Q o Cantrip The cantrip school is a special school containing spells known by all wizards who enter the labyrinth Wiz War contains two divisions of the cantrip school but only one of them White Cantrip is used in the standard game The other Black Cantrip is only used when playing with the Custom Spellbook optional rule see page 17 Alchemy The school of Alchemy specializes in creating items In particular magic stones are a primary feature of alchemy These mystic gems bestow a variety of useful powers upon anyone carrying them Dedicated alchemists should be wary of fire since it can shatter all of their carefully crafted gemstones Conjuring Conjurers are adept at creating inanimate objects such as walls and thornbushes When wizards duel using the school of Conjuring the labyrinth is often left littered with an assortment of debris Elemental This school of magic commands the powers of the four elements wind water earth and fire Of all the schools Elemental is the most deadly in combat because it contains mighty fireballs and lightning blasts Mentalism Mentalism is the school of the mind Using it spells can be erased or even stolen from other wizards minds Energy to power spells is common in this school but only in small bursts Mutation A wizard who has mastered the school
18. that may be thrown as an attack Transformation A physical transformation into another form A wizard or creature may only be affected by one transformation at a time any transformation cast on a wizard or creature cancels any previous transformation affecting it Trinket An item with no other outstanding characteristics Water A spell that creates water in some significant fashion Fire and water spells can often cancel each other out this When time passes for Matt this turn Acid Bath deals 2 damage to the spell s target as directed by the card and Matt removes one of the energy tokens from the Acid Bath card indicating that it will only last for three more turns BOOSTING Spells A spell effect often refers to the spell card s energy For instance a spell might deal magical damage equal to its energy or last for a number of turns equal to its energy Normally a spell s energy is 1 However when a player casts a spell he may also discard one energy card to fuel the spell which replaces that spell s energy For instance if a player casts a spell and plays a 5 energy card with it the spell s energy is 5 The player takes energy tokens from the supply equal to the spell s energy and places them on the spell s card NS EE WA Ar 5 99 1 A player casts Stone Spikes and discards a energy card to
19. wizard is targeted by those spells For example if a permanent or temporary spell targets the red wizard place a red hat token on that spell s card Players also place hat tokens on object tokens on the board 1 The red wizard destroys a wall between sectors so when multiple objects of the same type two rosebushes for l the red player places a destroyed wall marker there example are on the board The hat tokens indicate which Il Even though both boards show a wall along their player s spell created the duplicate border of this square it is treated as a single wall If a player places an object on the board that is the same 2 The blue wizard creates a wall so the blue player as an object another player already placed on the board places a wall marker there he places one of his hat tokens on his object This indicates that he is the player maintaining the duplicate object If the original object is later removed from the board so that the Yr 5 t a vr dS aT CORTA T STA DIS j E object with the hat token is the only one of its kind on the board the player returns his hat token to his supply as it is no longer needed to indicate ownership of the object Example The blue player creates a rosebush and places the rosebush token on the game board Since it is the only rosebush in play the blue player is not required to place a hat token on it It clearly belongs to the
20. wizard s life total starts the game at 15 and a wizard dies if his life total 1s reduced to o or less indicated by the skull on lt a dial Vr m RANOOM ORECTION ke d OVERLAY R The random direction overlay is used in li conjunction with the die to determine 6 random directions pi TREASURE MARKERS These markers correspond to the player colors and represent the treasures that the wizards are trying to steal from each other NAT TOKENS f These markers indicate objects that may b Hat tokens correspond to the player colors appear in the labyrinth usually through sea and indicate which wizard is being the use of spells as well as possible affected by a particular spell They are changes to the labyrinth itself also used to indicate which wizard is maintaining an object when there are PORTAL MARKERS pu multiple copies in the labyrinth ANO PLASTIC SCANOS STUN TOKENS p Portal markers indicate squares on Stun tokens indicate a wizard or creature ti the edges of the labyrinth that are ois eeinned connected to each other when it is not MAGIC CAROS obvious that they are Place each portal Magic cards represent the marker on a plastic stand CRACK COKENS different spells that a wizard can cast items he can use and energy he can utilize AZAT RST EV gt N Crack tokens are used to track damage on walls doors and other objects that can be damaged i
21. Dan Hyman Mark Hyman Jeffrey Ingalls Pol Jackson Dave Johnson Jim Johnson Don Kalal Mike Kiker Max Klee amp Friends Shawn Klimek Stuart Klimek Greg Kodama Greg Lam amp Princeton Simulations Tom McKendree Mark Pifer Judy Ridenour Gary Robinson Jeff Siadek of Gamesmiths Della Smith Jeff Smith Josh Smith Mark Spangler Jeff Steele Tom Strong Chris Taylor Byron Troy and the hundreds of other people who ve asked me questions over the years that Wiz War has been around FFG Edition Design and Development Kevin Wilson Producers Mark O Connor with Sally Hopper Editing amp Proofreading Mike Montesa and Mark O Connor Graphic Design Wil Springer with Dallas Mehlhoff Brian Schomburg and Peter Wocken Managing Art Director Andrew Navaro Art Direction Zo Robinson Cover Art Christophe Madura Board Art Ben Zweifel Card Art Philip Dickenson Javier Guzman Bill Hallier Denis Medri Bob Renzas and Gabe Rose Figure Designs Christophe Madura Production Management Eric Knight Production Coordinator Laura Creighton Managing Game Producer Steven Kimball Executive Game Designer Corey Konieczka Executive Producer Michael Hurley Publisher Christian T Petersen FFG Edition Playtesters Matt Cary John Goodenough James Hata Jay Little John Skogerboe and BreeAnn Vosberg O 2012 Fantasy Flight Publishing Inc all rights reserved No part of this product may be reproduced without specific permis
22. LLL L A Eee ursus ANE 14 Home Bas Squares meR eee ee S E DD 16 Instalftze etuer Er o er ipt es in can COE 10 con ee oe TREES EUR TUNES o 4 su 9 Leaving the Board and Moving Through Portals y Life Damage and Dying 3 S RS I 15 infe Trackers WIE iue depre penne ean soa 2 Line of Sight andfAdjacency 3 3 3 TREE 10 Magic Card WORD roue euo oa ore cin rao earn rr EE EBREE EET TET PEE 10 Magic Card Targets 4 55 95 lcs RENE NES 9 Maintaining SpellS 33 55 aper eren Tree e E 11 Mobile and Immobile Objects neeeeeeeeessssseseeesoeeeesesssssssesseeee 12 lp crndeastiBhase 3 8 8 55 0L rag mienne 6 Pieveand Cast Phaseun Detail k et escart Mee ieres 7 MANATEE Se 39s S T NU 7 heroik NA oso T o a gt MR 9 DIE CL Of the GAGs pretense MON entes eren enne nennt 2 UU SSSCPROETNED C UNL 7 oou le a A 12 Ola Ruless q EE eese 16 CU SgPNASNC E 05 GU NE Lino theo CINE SR MEE 2 EGO M M LLL NEU LUNES erg sae eoi 11 Picking Up and Dropping Objects eeeeeeeeeeee 12 Picking Up and Dropping Treasures eeeeeeeeeeel 12 Manin Milite COST verre TO TERRE RS SRI 9 Uum m em etm E ubt tn IMBRE n 8 Fandom Pirections aa MN uuu etus 16 Random Movements Wwe c CX euenit 8 ScormgVictoryibomits m C E eooo eooo reese 6 SIO Os E m eee D IT EET
23. Optional rules marked with the symbol f were standard rules in previous editions of Wiz War GNOME FORM WEREWOLF FORM aa eS JD UNCLUT TERED MINO s Maintained spells do not count against a player s maximum hand size L IF So ru TAT q da Se NPE NGS H j CUSTOM SpeltBooK Before building the Magic deck split the players into two groups Each group receives one of the cantrip schools to start and then each group takes turns drafting schools of magic until each group has drafted three more schools whereupon each group shuffles the deck they have built For example one deck might contain White Cantrip Alchemy Mentalism and Thaumaturgy while the other could contain Black Cantrip Conjuring Elemental and Mutation During the game members of a group only receive cards from and discard cards to the Magic deck they helped to build OcAoLy TREASURES If both of a player s treasures are in other players home base squares at the same time that player s wizard is immediately killed and the player is eliminated from the game No player receives victory points for a wizard killed in this manner CXCCNOCO PLAY Players who wish for a longer game may play to 3 or even 4 victory points instead of 2 Remember that any wizard who is the sole survivor automatically wins GIANT Book of Spells Players looking for a wilder experience may simply shuffle
24. blue player The green player later places a rosebush on the game board while the first rosebush is still in play The green player places one of his hat tokens on his rosebush token to mark the rosebush as his The blue player s rosebush still doesn t need a hat token Similarly if the blue player had created the second rosebush instead of the green player the bush would not need a token A STUNNED W1ZARO A stunned wizard may either move or attack on his turn but not both A wizard who chooses to move cannot make an attack that turn A wizard who chooses to attack cannot voluntarily leave the square he s in that turn for any reason including by casting a spell that would move him out of that square A stunned wizard may take other actions normally including picking up objects and casting neutral spells Example The yellow wizard is stunned He casts Fireball on the green wizard He cannot then cast Teleport to move out of his square CANCELING REOUCING ANO EVAOING Spells During the chaos of a wizard duel spells and counter spells fly fast and furious During these rapid exchanges a spell can be CANCELED REDUCED OF EVADED A spell that is canceled while being cast is simply discarded without effect along with any energy cards played with it It is as if the spell was never cast in the first place although a canceled attack still counts as that player s attack for the turn Example The blue wizard cast
25. ck token on it C DRONING OBJECTS An object can only be thrown if its corresponding Magic card specifically says that it can If possible a thrown object lands in the same square as its target If a barrier such as a wall is in the way or if the target fills the entire square the object lands in the square in front of the barrier or target after striking it In other words the object lands in the last square it passed through before striking the barrier or target 1 The yellow wizard throws a large rock through a destroyed wall and hits a stone block 2 The large rock lands in the last space it passed through before hitting the stone block E ONE WALL Indestructible never takes damage OUTER WALL TREASURE Indestructible never takes damage Indestructible unless specified otherwise on its card soc JA 2 AN RR e 0 EMIL up d c E a pur E x ool a oe a F mrs E AK zi i A x EF NGF wr 4 zs a A pA 7 A CREATING OBJECTS ANO CDANGING The MAP PLAYING ITEM S Some spells alter the labyrinth itself If sector boards are l l rotated or swapped with each other portals remain where When a wizard casts a spell that creates an object his player they are on the play area They do not change position places the corresponding object token in the target square with the sector boards If a created wall is straddling the The player may also nee
26. d the board belongs to It also indicates the wizard figure s starting location and where to place enemy treasures to obtain victory points Life A limited resource that measures how much damage a wizard can suffer before dying A wizard s life starts at 15 and can never go above 20 A wizard dies when his life is reduced to o or lower A Life Tracker A dial used to track how much life a wizard has The dial is turned to a different number when damage is suffered or healed The dial goes from o 20 3 Fai AC T B3 d J i TAT P T My Lt a 7 Maintained Spell A Magic card placed faceup in a n player s play area It represents a spell currently in effect M that was cast by that player s wizard While maintained tai thespell counts toward the player s hand size If the spell ends the player discards the card m Object Marker A cardboard token representing the rc location of an object on the board Objects can be mobile or immobile Some object markers represent an object drawn MI on the board that is destroyed Wl P a P GLOSSARY Portal Indicates a location where movement off the edge __ D of the entire board leads somewhere other than the directly f opposite side of the game board Portals are represented o by a pair of markers of the same color A wizard who enters one portal exits the other portal of that color Sector Board One of four boards used to build the
27. d to place one of his hat tokens on line between two sector boards when one or both of them 1 the object token see Hat Tokens in the next column move the wall is destroyed Alternatively if a destroyed Lh Objects that are created by a spell only last as long as the or damaged wall is straddling the line between two sector spell s duration Once the spell ends immediately remove boards when one or both of them move the wall is repaired the object from the game board and discard the spell and the damage marker is removed Note Spells cannot create objects in a home base square or If a player adds a wall destroys a wall creates a thornbush Tl in a square currently occupied by another wizard or object etc he must take an appropriate marker representing this ll s s ject and place it where the object When a wizard plays an item card his player places the object and place it where the object was created or destroyed item card in his play area The player s wizard is now When sector boards align with each other some of them considered to be using that item or has it available for appear to have double walls one wall from each sector use depending on the item The item counts as one of the board Consider these a single wall wizard s carried items and is permanent meaning it can no longer be discarded but can only be dropped The walls around the outer edge of the game board i e any wall which if moved through would
28. e as shown below This wrap around move costs 1 movement point the same as a normal move to an adjacent square If an open side of the map leads somewhere other than the opposite side of the map then a portal is located there If a wizard walks through a portal on the edge of the map he immediately re enters the map through the matching portal elsewhere on the map as shown below Matching portals share the same color For example a wizard who enters one purple portal exits out the other purple portal It costs 1 movement point to move through a portal the same as anormal move to an adjacent square WRAP AROUND ANO PORTAL MOVEMENT 1 The red wizard moves off one side of the game board and re enters on the opposite one 2 The blue wizard moves through one portaland exits out the other Doors are considered locked at all times and require special cards from the Magic deck to be opened After a wizard passes through a door it automatically re locks itself It does not cost any extra movement points to open or pass through a door Note Doors in a wizard s home sector are always considered to be unlocked for him A wizard may cast a spell through an open door without passing through the door himself No one can follow a wizard through a door unless the wizard holds the door open to allow it Once a wizard is no longer adjacent to a door it i
29. eed Boost A player may boost his wizard s speed for the turn by discarding one energy card or a Magic card that has an energy value to gain additional movement points equal to the energy value of the discarded card For instance a player who discards a card with 3 energy on it gains 3 extra movement points for the turn A player may only boost his speed this way once per turn but may do so at any time during his turn not merely when he receives movement points for his base speed CNANGING BASE Speeo If a wizard s base speed changes during the turn such as due to TRANSFORMATION see page 11 then the wizard s remaining movement points for the turn increase or decrease by the difference in the base speed of the old and new forms If this reduces the wizard s movement points to o or less he cannot move any further this turn For instance if a wizard has 1 movement point left and casts Golem Form transforming himself into a golem and reducing his base speed from 3 to 2 his movement points drop by 1 leaving him with no further movement for the turn Movement points may drop below o as a result of changing base speed Only raising the wizard s movement points above o again such as by boosting speed with an energy card will let that wizard move any further that turn LEAVING The BOARD ANO MOVING Through PORTALS le If a wizard walks off an open side of the map he immediately re enters the map on the opposite sid
30. er drawn cards or declined to do so the active player s turn immediately ends and the player on his left becomes the new active player If the Magic deck runs out of cards flip the discard pile facedown and shuffle it to create a new Magic deck If a player has more cards in his hand than his maximum hand size as a result of casting a spell killing a wizard etc he must immediately discard down to his maximum hand size Note Carried items and maintained spells count toward a player s maximum hand size see pages 11 12 for more details WINNING TNE GAME The player who accomplishes either of the following conditions immediately wins the game e He scores 2 victory points His wizard is the only wizard still alive on the game board SCORING VICTORY POINTS Players can score victory points in two possible ways e Killing Enemy Wizards Each time a player kills an enemy wizard that player scores 1 victory point The attacker takes the killed wizard figure and places it in his play area to indicate the victory point The player only receives a victory point in this manner when he reduces another wizard s life total to o or less with an attack see page 15 Victory points gained in this way are never lost e Stealing Enemy Treasures Each enemy treasure dropped in a player s home base scores that player 1 victory point Unlike victory points for killing an enemy wizard points for stealing treasures can be los
31. ets an inanimate object such as a Rosebush wall or door Carried items are not objects but dropped items are objects See page 20 for a list of objects Sector The card targets one sector board of the game board Self The card targets the caster Spell The card targets a spell This target may have an additional restriction such as counter spell non instant spell or spell you cast M DOS qm Square The card targets one square on the board Some BeOS cards may specify an empty square in which case the square L cannot contain any objects treasures creatures or wizards fiam JI Treasure The card targets a treasure Treasures are not considered objects If casting a spell or checking line of sight through a portal Il or off the edge of the map using wraparound movement Wall The card targets a wall normally a one square the two connected squares are treated as directly adjacent long section Wizard The card targets another player s wizard MAGIC CARO OURACION Magic cards last for different durations instant temporary Line OT sight ANO AO ACENCY or permanent as explained below The line of sight requirement indicated by an amp in the INST ANT 7 upper right corner of the card and abbreviated as means that a card can only be used if the caster can see the target Line of sight is determined by tracing an imaginary line from the dot in the caster s square to the dot in the
32. game board Dropped Objects Dropped objects are represented by item cards near the game board that are not in any player s play area Their location is indicated by their object markers on the board MOBILE ANO IMMOBILE OBJECTS 3 Mobile objects may be picked up and moved while immobile objects are fixed in place Object markers for mobile objects are round while object markers for immobile objects are square In addition objects printed on the board such as walls or doors are immobile ICKING Up ANO OPPING OBJECTS During his movement a wizard may pick up a mobile object in his current square by spending 1 movement point He may do this as often as he likes provided that he has enough movement to do so The controlling player simply removes the object s marker from the board and places its card faceup in his play area to indicate that the object is now one of his carried items Carried items count toward a player s hand size If a wizard picks up an object that would take the player above his maximum hand size then he must first discard a card end a maintained spell or drop a carried item to make room for the object A wizard can carry any number of items as long as his player does not exceed his maximum hand size Unless a Magic card specifically allows it a wizard cannot forcibly take an item carried by another wizard A wizard may also drop any of his carried items into his current square
33. gh objects treasures wizards and creatures as long as their Magic card does not say that they fill the entire square ma ae m ura F C AY AS RAT Sh hw CARD CRAICS PeRMANENT me Ir The Magic card is placed faceup in the player s play area and remains in play for as long as the caster wants The z 3 F t 3 ho SENSE NEES caster may end the spell or drop the item at any time during his turn at which point the spell is discarded from play or the item is dropped see Picking Up and Dropping Objects on page 12 While the spell lasts the caster must maintain it see Maintaining Spells below MAINTAINING Spells While a temporary or permanent spell remains active its caster must MAINTAIN the spell To do so the casting player simply leaves the card faceup in his play area Maintained spells count against the caster s maximum hand size so there is a practical limit to how many spells can be maintained at once Thus if a player has six cards in hand and one maintained spell he has a total of seven cards and is at his normal maximum hand size When a wizard casts a temporary spell its duration is determined the moment it is cast A player cannot extend the duration of a temporary spell after the spell has been cast The active player may END a maintained spell at any point during his turn rega
34. he random direction overlay adjacent to the game board in any orientation with one edge flat against the game board as shown see Determining a Random Direction Then roll the die and use the direction indicated by the die fo m E E J 1 z i J C E En Y jo T pa um i h T E A i B 3 E Sa T t ul F gj 7 CE 2 TRANSFORMED W IZAROS m e s H LI C When a wizard casts a spell that transforms him the player removes his wizard figure from the 1 The yellow wizard wants to move out of a dust colored plastic base and places the transformed cloud but the dust cloud forces the wizard to move in a random direction To do so the player places the random movement overlay and rolls the die figure that corresponds to the spell into the base When the transformation ends the player replaces thetransformed figure with his wizard figure The possible transformed figures are as follows x 99 2 Herollsa 4 4 E M 3 He moves the yellow wizard in the corresponding direction to the right i F es I i ik f Bic MAN FORM GOLEM Form PTIONAL Rules ike m 2 i This section contains several optional rules that players may m d wish to try Players may use any number of optional rules as f d Fw long as all players agree on which optional rules if any they l a Cu wish to use
35. life indicated by a skull he dies and his controlling player is eliminated from the game If a wizard s attack directly kills another wizard the attacker gains 1 victory point and adds the dead wizard s hand to his own but not his carried items or maintained spells See page 15 for a complete description of dying PUNCNING A wizard may punch another wizard in his square or in an adjacent square to deal 1 physical damage This attack does not require a card but it does count as the wizard s attack for the turn CANCELING REOUCING OR EVADING ATTACKS When a player s wizard is attacked that player may play a counter spell to attempt to prevent some or all of the attack s effects Some counter spells cancel the attack outright or reduce the effects of the spell others allow the wizard a chance to evade the spell For a more complete description of the differences between reducing and evading the effects of a spell see page 15 2 The blue wizard reduces his life total by 5 on his life tracker 3 The red wizard spends 1 movement point to move one square Te a eV A Tu PST AV TA TP Fs A VC TS Cu Pay a PAT VTS Vee PRI AT NT AC AS rA a inr w UE i JC LET ur FT 5 DLA YING MAGIC CAROS ver the ar of the game player s wizards play a variety of Magic cards There are five types of Magic cards attack spell
36. may play any number of item cards during his turn To play an item card the player places it faceup in his play area The item is now being carried by the player s wizard The text on the item card indicates when the carried item can be used NEUTRAL Spell Q The active player may play any number of neutral spells during his turn MAGIC CARO CARGCCS _ A Magic card must have a legal target in range in order to 4 be used The type of target on which a Magic card can be is described in the effect section of the card while the f range is indicated by an icon to the right of the card s title D ue z a F a 1l aJ ok INED RR eus i Pea LT an x LE 1 E ye cs A VAYAS yo me p m ea gem er acd Wine this pell loom cored tema do ney count gine poor hand elem gana ior mamama panmi vina mwy pick ap any all tome in yeur square imading litre 1 king up a tren dors mit pd wor turn but quu canned cary me Ehan tzeaserr ai a ee When ponchieg your peach sfer all wiranis and ores woth your peach Card Type 5 Effect 2 Card Title 6 School of Magic 3 Range Icon 7 Energy Value 4 Trait 8 Duration TARGET RANGE There are four range categories for Magic cards caster adjacent within line of sight LOS and anywhere These categories are explained below CARGET RANGE ICONS t o
37. mmediately closes and re locks RANOOM MOVEMENT Occasionally a wizard is forced to move in a random direction When this happens place the random movement overlay adjacent to the game board as shown on page 16 roll the die match the result to the direction indicated on the overlay and move the wizard in that direction ATTACKING The active player s wizard can attack once during his turn This may be done either by casting an attack spell or by making a physical attack by using an item or by punching see below against another wizard or an object A wizard cannot attack himself Note A wizard cannot attack during his first turn e 1 The red wizard spends 2 movement points to move two squares and then casts Fireball at the blue wizard causing 5 damage xx F _ ram ce ge lo umo 00 3 1 mm abd ee NS XE Eau Xo MOVING ATTACKING ANO CAUSING OAMAGE To attack the active player first declares a target for the attack If casting an attack spell he plays any cards used in the attack see Playing Magic Cards on page 9 If attacking with an item he refers to its item card and if punching he follows the rules below After the attack is declared if the target has a counter spell he may then play it in response Attacks automatically hit their target unless a counter spell is played Damage dealt to a wizard is deducted from his current life total on his life dial If a wizard reaches o or less
38. n the labyrinth Foun sioco Ore ENERGY COKENS The die included with Wiz War has four sides and is numbered 1 4 It is used to determine random directions damage and other random game elements When a card or rule specifies to roll a die use this die These tokens indicate how much energy a spell has when cast typically in order to track its duration or remaining uses moi Ron m NE LS LT ew tm C J ae L AM cur di c UP ha E a FU f Poa Seccon BOARD BREAKDOWN T 4 AE T f Life CRACKeR ASSEMBLY Assemble the life dials as shown in the diagram r E P r a kl Ad ee Xo rd 7 zs E e EN UE i E NE X c rA aac Wy Che GOLOEN Rule 1 Door 4 Treasure Start Many of the Magic cards in this game break the 2 Outer Wall Square rules in a variety of ways In case of a conflict 3 Home Base Square 5 Column follow the text on that card 6 Stone Wall s a JUACTTUVFAY PT AE Schools of MAGIC kl A school of magic is a group of related spells For instance the Cosmetic school although useless in the labyrinth and therefore not included in this game contains a variety of spells devoted to personal hygiene hair and skin care Each school has its own unique feel and specialization as listed below Since all Magic cards have a common back players must separate them before
39. nd maintained spells and adds them to his own hand If taking these cards causes the player to exceed his maximum hand size he must immediately discard excess cards from his hand until he reaches his maximum hand size If a wizard is killed indirectly such as by damage from a wall being destroyed in his proximity or from moving through a Wall of Fire then the cards remaining in his d player s hand are discarded and no one receives a victory point for killing his wizard x P l pT ai ji s p mn ed li LACK ABS Par AT SO INEST xij Ds var O ETER MINING A RANOOM ORECTION Tx Dome BASE SQUARES l Each wizard has one home base square on his sector board indicated by a runic circle in his color Enemy treasures dropped in a wizard s home base square each count as 1 victory point as long as they remain there Objects such as stone blocks thornbushes etc cannot be created in a wizard s home base square Walls however may be created along the edges of a wizard s home base square The appearance of a home base square varies depending on whether it is on the classic side or the new side of a sector board as seen below Ji L P ma k FM EAR os p E os i P a AVETE Ciassic HOME NEW HOME BASE SQUARE BASE SQUARE RANOOM OIRECTIONS Occasionally a wizard may be asked to determine a random direction When this happens place t
40. rdless of its duration Some Magic cards can also end maintained spells Once a maintained spell is ended it is discarded from play Any effects from the spell immediately end and any objects created by the spell such as walls etc are discarded from play Any hat token on the spell or object is returned to its owner s supply Example On the previous turn Matt cast Acid Bath a temporary spell and discarded a 4 energy card in order to cast it with an energy of 4 After he cast the spell he placed four energy tokens on Acid Baths card to indicate Weapon An item that may be used to attack The following traits may be found on Magic cards Some of these traits have game mechanics associated with them while others are for flavor Creation A spell that creates a long lasting object normally represented by placing a marker on the game board Creations cannot be created in a home base square Curse An attack with lingering effects on its target Fire A spell that creates fire in some significant fashion Fire and water spells can often cancel each other out Global A spell that affects the entire labyrinth Wizards always have to global spells for purposes of canceling or dispelling them Magic Stone A type of enchanted gemstone Magic stones are destroyed if their wielder suffers fire damage Mundane A non magical action Mundane actions cannot be countered Thrown Weapon An item
41. s Fireball at the green wizard Fireball would normally cause 5 damage to the green wizard but he casts Full Shield which cancels the Fireball entirely The blue wizard discards the Fireball card without effect and the blue wizard cannot make another attack this turn Spells may be reduced in either damage or duration as specified by the counter spell being cast A reduced spell still takes effect just in a diminished form Example The blue wizard casts Fireball at the green wizard Fireball would normally cause 5 damage to the green wizard but he casts Shield with no additional energy which reduces Fireball s damage by 2 The green wizard suffers 3 damage and the blue wizard eJ cannot make another attack this turn v If a spell s damage is reduced to o then no damage is suffered Therefore secondary effects such as Boomstone exploding do not occur If a spell s duration is reduced to o then the spell is canceled A spell that is evaded fails to hit its target The spell is still cast but it doesn t affect the wizard who evaded it Sometimes a wizard must roll a die to determine whether he successfully evades a spell Note Some spells specify that they cannot be evaded Example The blue wizard casts Fireball at the green wizard The green wizard casts Gnome Form on himself giving him a chance to evade the attack
42. s y PA T Y CASTER ADJACENT WITHIN LOS ANYWHERE Caster The wizard may play this card only on himself Adjacent The wizard may play this card only on a target that is in the same square as himself or an adjacent square even diagonally adjacent The target must also be within the wizards line of sight Within Line of Sight The wizard can play this card on a target that he can see Unless the card indicates otherwise the playing wizard can be any number of squares away from the target see Line of Sight and Adjacency on page 10 Anywhere This category includes cards that do not require the wizard to have line of sight to the target and cards in j which the range of the target is not meaningful with respect P to the spell for example a card that targets the entire game CL board that allows a wizard to combine energy etc a F STAT Or S bh E ak to N Oe ar aT ba TARGET TYPES ar Hi AN i ee ee Oe J The possible types of targets are as follows LINE OF SiGbc Q1 AGRAM i yo j E Border Line The card targets a line between two squares Magic cards that create walls have this target Creature The card targets an animate object or being on the board excluding wizards There are currently no objects or beings of this type in the game Door The card targets a door Game Board The card targets the entire game board Object The card targ
43. sion Wiz War is a trademark of Tom Jolly Fantasy Flight Games Fantasy Flight Supply and the FFG logo are trademarks of Fantasy Flight Publishing Inc Fantasy Flight Games is located at 1975 West County Road B2 Suite 1 Roseville Minnesota 55113 USA and can be reached by telephone at 651 639 1905 Retain this information for your records Not suitable for children under 36 months due to small parts Components may vary from those shown Made in China THIS PRODUCT IS NOT A TOY NOT INTENDED FOR USE OF PERSONS 13 YEARS OF AGE OR YOUNGER FANT PLIGHT SUPPLY POC PIER eS LP oS DES ag D ROLE 6 amp XISictucuc et a Tees edt TT D PTT 15 GESTS d REM IE mue 8 CHER S I ceo Tuum EON D DD TQ QI CN RRRRRRRERERER 9 DEcouno pg coccinea 11 Canceling Reducing and Evading Spells 15 Canceling Reducing or Evading Attacks 8 Cr PETE ONS S ds PETERET LO P RE 18 C hanembabase SDeed 4 Pepe oot e nnne nenne y Come me ea Bl es E 14 comrier oreli m EE Bee I o MEN TCR 9 Cred oken NND uq cic E A A 3 Creating Objects and Playing Items ssseesse 14 Damaging and Destroying Objects eeeeeeeeees 13 Piscardand Dray ENa a Aeee uen omen 6 DOOrS ER MEM IES oF ten 055 nme EM 8 TCT EE Ld ar N e e a Graa dias 9 Extended Pioi SERRE JUN LLL AAT endhani aaa 17 Hat Toke risa E AT L
44. square Then each player places one of his treasure markers on each of the two treasure start squares in his sector Prepare Magic Deck One player takes all of the Magic cards from the White Cantrip school and sets them aside Next he returns all the card from the Black Cantrip school to the box Then the players either as a group by taking turns or at random select three other schools of magic and set the cards belonging to those schools aside as well Shuffle all set aside cards into one deck Return all remaining cards to the game box they will not be used this game Note For the first game it is recommended that players use the following schools of magic White Cantrip Alchemy Elemental and Mentalism 2 Deal Starting Hand Deal five cards from the Magic deck facedown to each player This forms each player s hand of Magic cards Players may look at their cards but must keep them secret Prepare Tokens and Die Separate the crack energy and stun tokens into piles and place them near the game board Also place the random direction overlay the object markers and the die near the game board Set Life Dials and Assign First Player Each player sets his life tracker to 15 Choose one player to be the first player at random or select the player with the longest hair beard or otherwise um T um PA Lou X e ek _ Fin FP AV Va FA PST AVE nee J Fi PAV
45. t The player only gains the victory point for a stolen treasure while it stays in his home base If an enemy treasure in a player s home base is picked up or otherwise moved off that square the player immediately loses the 1 victory FA Ve WP APRI IE TL m mc 2 E x rm m LIENS ri r3 x T NN 3 3 h hb L i RIT a r y ULT point the treasure provided A treasure does not provide S any victory points while being carried ote i Lo y E AL M Le INSIST V Zany ky xar t s RE p am 4 7 j Move ANO CASC f prase IN O ETAIL This section explains how players move their wizard figures attack and cast spells MOVING At the start of a player s Move and Cast phase his wizard receives movement points equal to the wizard s BASE SPEED normally 3 to use at any point during the phase Movement points are spent to move around the game board By spending 1 movement point a wizard can move to an adjacent square Wizards cannot move diagonally nor can they pass through walls locked doors See below or other objects that block movement such as stone blocks Wizards may move through and even end their movement in the same square as another wizard A wizard does not have to use all his movement points at the same time for example a wizard could move cast a spell move again and then attack Sp
46. ur turn effects on any spell he has in play 2 Remove Energy The active player removes one energy token from each of his maintained temporary spells indicating that a turn of the spell s duration has elapsed If the last energy token is removed from a temporary spell the spell immediately ends and is discarded from play see Maintaining Spells on page 11 3 Remove Stun If the active player has any stun tokens he discards one of them and his wizard is STUNNED for the turn see page 15 2 MOVE ANO CAST PRASE During this phase the active player s wizard moves and casts spells He may perform any of the actions from this list Spend Movement Points usually 3 e Make One Attack but not during the first turn e Play Use Magic Cards These actions can be taken in any order and the player could choose to spend movement points to move a few squares attack and then spend movement points to move again as long as he has enough movement to do so See 5 OISCARO ANO ORAN PRASE During this phase the active player may discard and draw cards according to the following steps 1 Discard Cards The active player may discard any number of cards from his hand Discarding in this manner is normally done to make room in the player s hand to draw new cards 2 Draw Cards The active player may draw up to two cards so long as he never exceeds his maximum hand size which is normally seven cards Once he has eith

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