|
Wiz War
EXPANSION SET RULES FOR EXPANSION SETS 1, and 2
Instead of having to look up rules in 2 separate rule sheets for these
expansion sets, we've chosen to combine them into a single rule book.
Whether you buy either or both expansions, you get this rule book.
MONSTERS
Expansion 1 introduces spells that create monsters. Any monster will follow
the commands of its creator (unless otherwise noted on the cards, like
the Imp), even when out of line-of-sight. They move any time during the
controlling player's turn, so if a player gets an extra turn, or loses
a turn, so does the monster (Imp excluded, again). Monsters, unless otherwise
noted on the card, may not hurt their creators, carry items, cast spells
or use cards from your hand. They are permanent creations, until killed.
You may not add NUMBER cards to their movement, but you can cast NEUTRAL
spells such as MIST-BODY and SPEED on them.
For the few instances where MONSTERS can carry items, they can't use those
items at all (unless the card specifically says otherwise).
Monsters attack once per turn. They cannot attack the turn they are created,
but may move on that turn. Creating a monster counts as your attack only
on the turn it is created. You and your monster may both have attacks
on later turns. Monsters can attack other monsters. Players may not attack
a creature that they control. If a monster attacks a player and kills
him, the controlling player DOES NOT get the dead player's cards.
If you cast SHADOW and later lose a turn, and you wish to maintain the
SHADOW during your lost turn, it will still cost you a life point. If
there are other "lasting" effects on you that you have no control
over, these also occur even if you've lost a turn.
If you cast BUDDY, you can hurt the other player with a monster's attack
without breaking the BUDDY spell, and he can do the same to you. A monster's
attack is not YOUR attack.
If a monster sees an illusion, he has the same chance to believe the illusion
as a player does.
A monster controlled by you does NOT count as a card in your hand. If
you die, any monster controlled by you immediately dissappears.
Monsters, like Wizards, will suffer the ill effects of objects in the
corridor (like a Thornbush) just like Wizards. Also, if a card specifies
"Opponent" or "Anyone" as a target, this includes
Monsters.
Wizards can run past monsters without taking damage from them, just as
they can run by other Wizards without getting punched. The obvious exceptions
to this (like the Buck and the Fire Imp) are noted on the cards.
FLYING AND LEVITATING
Things that fly, float, or levitate are immune to the effects of ground-based
effects such as TACKS, KILLER OOZE, and WATERWALL.
MAGIC STICKS
You can recognize a magic stick because the word "Stick" is
in the name of the card. Each stick carries a number of "charges"
set by the number card played when the stick is first used. This number
tells you how many times the stick can be used before it gets discarded.
Place a token on the card when played indicating how many charges the
stick has, and leave the stick displayed. Any stick operates a maximum
of once per turn. Once it is used up it is useless and may not be recharged,
or retrieved from the discard pile. If ownership of a magic stick is taken
by an opponent, then whatever charges are left on the stick are also transferred.
If the initial number of charges has not been set, then the new owner
may do so. AMPLIFY and ADD will both work when setting the initial number
of charges.
Magic Sticks do not burn. They do, of course, count as a card in your
hand.
SPEED or ADRENALINE will NOT allow you to use a Magic Stick more than
once in your turn. While the spells speed YOU up (and your monsters, whose
turns are slaved to you), they do not speed up the limits of the wand.
This isolation of the wand from you allows you to use it even with NO
SPELL cast on you.
ABSORB SPELL, of course, has no effect on Sticks, since they are objects
and not spells, even though what Magic Sticks produce are considered spells.
OTHER NOTES FOR THE FIRST EXPANSION
There are tokens on the counter sheet marked with a number of Charges.
These are to help keep track of how many charges a Magic Stick has left
on it (place the token in front of you after you have charged up the stick).
You needn't use them if you can keep it all straight in your head.
If you don't like a card in your edition of Wiz War, don't use it.
The tokens for Magic Sticks and Magic Stones aren't meant to be carried
by a Wizard. They are there in case the player drops an item, to show
where on the board it was dropped.
If you REUSE an object-creating spell, there may not be enough tokens
to represent the new object. In this case, you'll have to rough it. Use
a blank token, for example, with your own drawing on it.
The rules that let you discard cards that you don't want in your hand
obviously do NOT apply to cursed objects (such as LOAD STONE). Naturally
you CAN discard (crush) ARTIFACTS during your turn (or Magic Sticks, or
Magic Stones, etc.). You may not discard or drop objects out-of-turn.
Some card effects let you perform multiple attacks in a turn, but certain
objects which can produce attacks are limited to one use per turn. Since
this is a limitation on the object, this means you can't use the object
multiple times, regardless of the effect that exists on your Wizard. He
must use other spells or physical attacks to get his quota of attacks
in.
ARTIFACTS
Artifacts were introduced in 1993 in Expansion #2.
Artifacts are physical objects which, if left uncontrolled, would completely
destroy the balance of the game. Fortunately, these are objects of such
great power that they do not "like" to be owned by any one person
for very long. In fact, if you want to steal an ARTIFACT from another
player, all you need to do is walk into the same space that player occupies
and say "I'm taking your ARTIFACT", or whatever you wish to
say to get your point across. THIS IS NOT AN ATTACK. You can only take
one ARTIFACT from one player per turn. That player, of course, could come
back the following turn and take the ARTIFACT back if he is in a position
to do so.
Alternately, if a player seems too powerful with an ARTIFACT, and you
cannot get close to him, you may WISH it out of existence. This is not
a card...you may do it anytime. However, it requires a bit of a sacrifice.
You lose 4 life-points (not reversible) and you must discard all your
cards, except for cursed cards which say that they cannot be discarded.
A small price to pay to keep those other Wizards from winning the game.
Your turn continues even after taking an ARTIFACT from another player,
but if you pick one up off the floor it ends your turn.
Being INVISIBLE, or under SHRINK, or in a DUST CLOUD, MIST-BODIED, etc.,
has no effect on another player's ability to steal an ARTIFACT from you.
There is no way to obscure the fact that you have an ARTIFACT for the
taking.
ARTIFACTS can be used as many times as you like unless they are attacks,
in which case you may only use them once per turn.
TOKENS FOR ARTIFACTS,
STICKS AND STONES
While the Artifacts all have separate tokens for each Artifact, to designate
their board location in case they are dropped, Magic Sticks and Magic
Stones do not, there are only generic tokens represent either category.
These are also only meant to represent the item in case it is dropped
on the board.
TRANSFORMATIONS
In Expansion #2 it is possible for you to change yourself into a Ghost,
Vampire, or Werewolf, if you get the card for it. These DO NOT make you
as a MONSTER! You are still a Wizard.
TEAM PLAY OPTION (thanks to Jeff Ingalls)
If you have 4 or 6 players, it may be fun to try team play. For 4 players,
the 1st and 3rd are one team, the 2nd and 4th the other. For 6 players,
use 3 teams of 2. Winning is determined by either killing the other players,
or by getting 3 of the opponents' treasures on either of your team's home
bases in any combination. You may not attack your teammates (unless a
teammate is under someone else's control). Discussion of strategy is allowed,
but you may not reveal or trade cards with your teammate unless in L.O.S.
TWO PLAYER VARIANT
For better board access for two players, cross the B and C exits on the
2 boards (see the diagram in the basic set). Thus, each player has a B
exit and a C exit in his sector. It's a lot more fun this way.
DOORS VARIANT
You can, if you like, play with the optional rule that within each sector
a Wizard can open his doors without a key. Suggestion by Tracy Johnston.
GENERAL NOTES
The exclusive use of "HE" in these rules and on the cards is
not supposed to be a slight to female players, it's just more convenient
than the various he/she/person variants that exist, and usually takes
up less space.
If you any questions about any cards or rules, please feel free to read
the FAQ at our website at;
http://www.silcom.com/~tomjolly, or you can e-mail your question to tomjolly(at)silcom.com.
In the event that this web site no longer exists, do a search on Yahoo
for Jolly Games, I keep Yahoo updated for my site location.
Or, send me a letter at;
Jolly Games
3236 Peacock Lane
Santa Maria, CA
93455
Wiz-War is copyright 1985. Expansion #1 is copyright 1991, and Expansion
#2 is copyright 1993, by Jolly Games and Tom Jolly.
If you are missing any cards from the set, drop me a self-addressed stamped
envelope and I will be happy to replace them. If it's our fault, we'll
pay for the postage!
Thanks to the many, many people who contributed ideas and cards to this
game, without you all, this game would certainly not be the same!! (Next
printing might have more space to give individual credit!)
Expansion 1 cards
ADRENALINE
ALTER EGO
ALTER REALITY
BIG MAN
BLASTER STICK
BOOBYTRAP
BUTT-HEAD
CHAOS
CREATE DOOR
DEJA-VU
DEMOCRATIC MONSTER
DIMENSIONAL WARP
DISEASE
DISPEL CREATION (2)
DUST CLOUD
EMPATHY
FEAR
FIRE IMP
FORCEFIELD
GIFT FROM ABOVE
GIFT FROM BELOW
GLUE
HANDFUL OF TACKS
HEAVE-HO
IDIOT
ILLUSIONARY ATTACK
INTERRUPT
KILLER OOZE
LIFESAVER
MAD DASH
MEGA-MONSTER
MENTAL FORCE
MENTAL SWAP
OPPORTUNITY FIRE
PICK LOCK (2)
POWER ATTACK
REDIRECTION
REMOVE CURSE
ROSEBUSH
SAFE
SHADOW
SHIFT STICK
SKELETON
SLIMECUBE
STICKY STICK
STONE TO WATER
STRENGTH
SWAP HOME BASES
SWAP MEET
SWARTHMORE'S ENCHANTMENT
THIEF
THUMB OF GOD
TRADER
TROLL
WALKING DEAD
WARD
WARP STICK
WEAKNESS
WRAITH
2'S - 10
3'S - 7
4'S - 4
5'S - 2
Expansion 2 Cards
AMBER PENDANT
ARM OF THOR
ASTRAL PROJECTION
BIG BLACK BAT
BLINK
BOOK OF INFINITE SPELLS
BRAIN
BURDEN
CEASE-FIRE
CLAW OF MARS
CLONE
CONTROL CREATION
CROSSBOW
CRYSTAL BALL
CURSE OF THE LITTER BUG
CURSE OF THE MONSTER MUSK
DECOY
DISGUISE MAGIC
DOOR-TO-DOOR
DOUBLE BACK
EVIL EYE
EXPLODING DOOR
EXPLODING ENERGY
EYE OF THE BEHOLDER
EYE OF CLAREMONT
FAMILIAR
FEATHERWEIGHT
FIGHTERSTONE
FILL 'ER UP
FIREFLY STICK
FIT OF FRENZY
FLAME ON
FLIGHT
FORCE OF THE JET-EYE
FULL SHIELD
GEAS
GHOST
GHOUL
HARD CELL
HEALTHSTONE
HOTFOOT
HYPNOSIS
IT
JANITOR
KLUTZ
LOAD STONE
MAGIC ARMOR OF ARES
MONSTER BANE
MUNDANE
NEGATE NEUTRAL
PASS THE BUCK
PICK LOCK (3)
PSYCHIC STORM
PUBLIC FUNDS
POWER BATTERY
PUSH OBJECT
RANDOM'S CARD
REFLECTION
REJUVENATION
RICOCHET
RING OF POWER
SHATTER
SHOCK WAVE
SHIELD OF AZPESDOZE
SPELL STONE
STICKS AND STONES
sub-WIZARD
SUCKER
SUPER-DODGE
SWAP SECTORS
TELEPORT AMULET
TELEPORT CREATION
TELEPORT LOAD
TELEPORT OBJECT
TINY SWAP
VAMPIRE!
WALL OF FOG
WALL OF GLASS
WEREWOLF
WINGS OF MERCURY
2'S 10
3'S 8
4'S 4
5'S 2
Wiz-War
Expansion 1 and 2 Rules
Copyright 1991, 1993
Jolly Games
© 1985 Jolly Games
|