|
Wiz War 5th
Edition Rules
Search
The Rules!!
Expansion 1 & 2 Rules!!
INTRODUCTION
Wiz War is a game for magical combat in a stone labyrinth.
Players attempt to bring two of their opponent’s treasures back to
their home bases while at the same time guarding their own treasures against
theft. A game usually takes from fifteen
minutes to an hour to play, and can be played with two or more players.
WINNING
There are two ways you can win Wiz War. One way is to eliminate all the other players
in wizardly battle. The other way
is to obtain two “treasure chests” from any of the other players (they need
not both be from the same player), then return them, one at a time, to your
home bases, and drop them there.
Alternatively, it is also possible to lose
the game by allowing both of the treasures that you protect to be taken to
another players’ home bases and left there.
The moment that both of your treasures sit on other players’ home bases,
you are out of the game.
EQUIPMENT
A four section playing board, a deck of
124 cards, one sheet of cardboard tokens, a rule booklet, and one die (numbered
from 1-4). It may be 8-sided or 4-sided, depending on
what game edition you have.
STARTING
THE GAME
Each player chooses onE of the four sectors,
face down, at random. Put these sectors
(together in any of the setups shown on the last page, depending on the number
of players, and turn all the sectors over simultaneously.
This is now your playing board.
Each player starts his playing piece in
the exact center of the sector he chose.
This center square is his HOME
BASE, to which he will try to bring two of his opponents’ treasures.
In each player’s sector, his two treasure
chests are placed on the small circles evident on each sector board. for the rest of the game, the other players will try to steal these,
and he will try to protect them. He
in turn will try to protect them. He
in turn will try to steal theirs.
Shuffle the cards and deal seven, face down,
to each player. Put the remainder
of the deck aside as a drawing stack. If “TRAP!”
is drawn on the deal, discard it and redraw.
Take a sheet of paper and write the players’
names and the number “15” below each. These
are your life-points, and you will lose or gain points as the game progresses. If you get down to “0” points, you are considered
dead, and you are out of the game. There
is no upper limit to the number of points you might gain through actions in
the game.
Turns go clockwise, starting with the player
rolling highest on the die.
THE BOARD
Notice the letters on the setup diagram
on the last page of the rules. These
boards have open sides; that is, if you leave a board at point “A” on either
side, you will reenter at point “A” on the opposite side.
By the same token, if you smash down a wall right next to the “A” exit,
then you can enter the opposite board edge at the point relative to where
you smashed the wall.
The apparent double wall at the junction
of any two sectors is not double at all; it should be treated as a single
wall.
The AUTO
WARP is only used in the three-player game.
It does not count as a space; you go directly from one end to the other. For all purposes, treat the connected board
edges as though they are adjacent. It
serves to connect the three sectors together in such a way as to prevent any
unfair advantages for any particular board.
If a sector gets RELOCATED
through use of the RELOCATE card,
then the AUTO WARP is discarded, and only opposite board edges connect. ROTATION
has no effect on the AUTO WARP.
If casting a spell, or checking line of
sight through the AUTO WARP, treat it as a straight line,
and the two connected boards as though they were adjacent.
Doors are the narrow sections in the walls
that look a bit like doors. They are
considered locked at all times, and require special cards from the deck to
be opened. After passage through a door, it automatically
relocks itself.
You can, if you like, cast a spell through
an opened door without passing through yourself.
You can’t follow someone through a door
unless they state they are holding it open for you.
There is no way, besides a REMOVE
LOCK card to jam a door open.
MOVEMENT
You may move up to three spaces per turn. If you wish, during any turn you may add one
NUMBER card to your movement to
increase your allowed movement for your turn.
If the NUMBER card was “4”,
then you could move up to seven spaces that turn. The die is not used for movement.
OBJECTS
Fixed/Movable Objects:
Fixed objects cannot be moved. These
include such things as walls, firewalls, illusion walls, thorn bushes, doors,
and solid stone squares. Movable objects
include magic stones, treasure chests, the DAGGER, the LARGE ROCK, the WIZARDBLADE,
and other players. Other players cannot
be picked up, of course, but they can be DRAGged
with the DRAG spell. Generally speaking, movable objects do not
block line of sight, while fixed objects do.
Dropping and Retrieving Objects: Sometimes you will have objects in your card hand that you do not
wish to carry at the time, since you are limited to seven cards in your hand
and you may wish to get new cards. In
that case, you can drop any or all of them.
To do this, you merely state that you are dropping and object, and
put an appropriate cardboard token representing that object on the space that
your playing piece occupies. You can
do this any time during your turn. Anyone
else may pick this object up at a later time, if they land on it. The card designating the object, if there is
one, is placed next to the sector where the object was dropped. Another player picking this object up must
take the card for it into his own hand.
If an object is thrown, it is considered
to have landed in the targeted square unless some barrier, such as a THORNBUSH, is in the way. In
that case the object lands immediately before the barrier.
YOUR
TURN ENDS IF YOU PICK UP ANY OBJECT, and you may perform no more actions
that turn, except for drawing cards. You can’t pick up an object out of turn, even
if you TELEPORT onto it.
Treasures are treated like other objects,
but YOU CAN ONLY CARRY ONE AT A TIME! After all, theses things are pretty heavy.
You can carry any number of other objects along with the treasure,
though. Treasures do not count as
a card in your hand. Treasures may NOT be
thrown.
You can carry your own treasure, and may
even go retrieve your treasure after someone has placed it on their own home
base, In addition to taking yet another player’s treasure off of someone else’s
home base. If you are carrying a treasure, keep the token
with the playing piece and do not remove it from the board.
Objects cannot be forcibly taken from you
unless another player has a DROP OBJECT
spell card that allows him to do so, or unless he kills you. He cannot paralyze you with MEDUSA,
then take everything you have. He
must use a card that directly applies to the removal or destruction of a physical
object.
THE CARDS
There are five different kinds of cards
in the game. They are called ATTACK cards, NEUTRAL cards,
COUNTER-ACTION cards, NUMBER cards, and MAGIC STONES.
ATTACK
cards say “Attack” in the upper life-hand corner of each card. ONLY ONE ATTACK CAN BE
USED DURING EACH PLAYER TURN. In the upper right-hand corner, the abbreviation
“L.O.S.” might appear. This means
that a spell can only be used if a player has a clear line of sight to the
person or object the spell is to be cast upon. Line of sight is defined as the line going
from the center of the attacker’s square to the center of the target’s square.
The center is the dot marked on each space.
In the case of a CREATE WALL spell, the center would be
the center of the wall to be created. If
this line of sight is interrupted by any part of a wall, the spell cannot
be cast.
NEUTRAL cards are non-offensive or non-defensive
spells. ANY NUMBER of Neutral spells can be cast during a player’s turn.
It is not impossible for a player to use his entire hand in one turn.
COUNTERACTION
cards are the only cards that can be used OUT
OF TURN. They can be used (but
aren’t usually) during a normal turn as a NEUTRAL
card, but their primary use is as a defense against attacks. They are played immediately following an attack
by the player who was attacked. You
CANNOT counteract a Neutral card. You
can, however, use an ABSORB or
BLUNT against indirect damage caused
to you (e.g., by a falling DESTROYed
WALL).
More than one COUNTERACTION
card can be used to defend against a single attack, either used sequentially
or added together. It is also possible
to COUNTERACT a COUNTERACTION card, so an attack may bounce back and forth a few times
before coming to rest. In case a COUNTERACTION card only stops half of
a spell, always round the resulting damage UP to the nearest whole number. If all damage from a spell is stopped, any
secondary effects, such as a lost turn, are also stopped.
A player is not obligated to play a COUNTERACTION card if he does not wish to.
COUNTERACTIONS
are instantaneous; they only affect the one attack spell they were played
against.
NUMBER
cards that have three purposes. First,
they can add to your movement, as mentioned earlier.
Second, they can affect the DURATION
of a spell, the NUMBER then representing
the number of turns that the spell lasts. A duration spell starts when cast and ends
at the start of one of the caster’s next turns. Duration-based spells are marked as such on each card. Third, they can represent the POWER of a spell,
so that a LIGHTNING BLAST with
a “5” NUMBER card would do five
points of a damage to an opponent (plus one turn lost due to stunning, as
mentioned on the card). This damage
would then be subtracted from the victim’s point total.
Only one NUMBER
card can be played per action. So
in one turn, a player may use a NUMBER
card to enhance his movement, use another to ATTACK with, and use yet another to become INVISIBLE (if he has the card) for a certain number of turns, and
so on.
MAGIC
STONES are magical gems that bestow a special power upon the holder. Stones may be discarded like any other card
if a player does not wish to keep them, or they may be dropped. The cards are permanent, and the power they
bestow may e used as often as the opportunity arises. The name of each magical stone contains the word “STONE” and the description on each card
is prefaced by the word “POWER”.
Cards are used once, then discarded face
up onto a discard pile. There are
exceptions! These include physical objects such as MAGIC STONES, the DAGGER, the LARGE ROCK,
the WIZARDBLADE, and the MASTER KEY. Physical objects are not removed from your hand unless they are
dropped or thrown. Of all the physical
objects, MAGIC STONES and the MASTER KEY have one other requirement:
They must be displayed face up in front of you after you have used
them. They are still considered part of the seven-card hand. If any cards are to be randomly lost or taken
from a player’s hand, these cards must be taken back into the hand before
the choice is made.
If you kill an opponent, you get all of
his cards, but you must immediately discard enough to bring your hand down
to seven cards.
Some cards involve physical actions, like
picking locks, removing locks, jamming locks, and throwing daggers. These are not spells.
THE TURN
You can do a lot during your turn. You may move, attack once, and use as many NEUTRAL and COUNTERACTION
cards as you like. As an example,
you play a “3” NUMBER card and
say “I’m moving six spaces this turn.” Then
you move two spaces into L.O.S. with another player, cast an attack, move
back three spaces, create a wall, shrink yourself, then move back one more
space. The order you use doesn’t matter, and you can
break up your movement while performing other actions. If you pick up an object during your turn,
your turn ends the moment you pick it up.
Losing a turn means you can do NOTHING for that entire turn, except COUNTERACTION.
For the purpose of lost turns, or spell
duration, a “turn” starts when a spell is cast, and ends at the beginning
of one of the caster’s turns.
COMBAT
There is no combat during the first round
of turns. Combat consists of taking a card from your
hand and playing it against your opponent during your turn. If that player has a COUNTERACTION card, he may play it then. If you want to COUNTERACT
his COUNTERACTION, and have the
card to do so, you may. You may attack
only once per turn. Spells automatically
hit their target if not COUNTERACTed. If a spell misses for some reason, it dissipates
harmlessly, and does NOT
hit some object behind the target!
Any damage done to either player in the
form of damage points is removed from the 15 points on his score sheet. If you get to “0” points, you are dead.
Damage points, points, damage, and point-based
spells all refer to the same thing: things that take away points from you,
an opponent, or object (such as a wall or door).
They have nothing to do with duration-based spells.
If a person is eliminated from the game
by being killed, then the last attacker gets all the dead person’s cards. If a player is eliminated by having lost both
his treasures to opponents’ home bases, his cards are discarded.
You cannot physically attack through any
type of wall, firewall, or bush. You
cannot attack yourself. You cannot
attack on the first round of turns, even if you have the SPEED
spell.
ANY CARD MAY BE PLAYED WITHOUT A NUMBER CARD, but its power is only “1”. There are no “1” NUMBER
cards in the deck.
When all else fails, you may PUNCH your opponent. This
requires no card, but does constitute your attack for the turn. A punch does one point of damage, and you must
be in the same square as your opponent to do it. If the object to be hit fills an entire square, you may be in an
adjacent square to hit it. It is possible,
though time-consuming, to punch a wall down. A wall takes 20 points of damage to destroy;
a door takes 15. Any attack against
an inanimate object counts as your one attack for the turn. The only inanimate objects you can attack are
the walls, doors, and thornbushes.
It is possible to walk by an opponent or
cast a spell past him without affecting him at all, if you want to.
Any deal can be made while in L.O.S. with
another player, including, but not limited to, trading cards.
PHYSICAL
DAMAGE and MAGICAL DAMAGE both
take damage points from a player, but on rare occasions (designated on the
cards) they are treated differently. Physical
damage would include things like damage from the LARGE
ROCK, the DAGGER, a PUNCH from another player, or a wall that
falls on you from a DESTROY WALL
spell. Magical damage would include
any damage caused as a direct result of a spell, such as walking though a
FIREWALL, getting hit with the WIZARDBLADE, or being hit with a LIGHTNINGBLAST.
CARDS AND ACTIONS
THAT CHANGE THE MAP
If you add a wall, destroy a wall, create
a bush or firewall, etc., then you must take an appropriate cardboard token
representing this and place it where the item was created.
You CANNOT
create an object on a player’s home base, or on any space already occupied
by a player or object (unless it is a wall, which doesn’t actually exist ON a space, but in between them). You cannot, for example, cast a FIREWALL where an ILLUSION WALL already exists, or two THORNBUSHES in the same square.
Walls cannot be cast diagonally. They must be cast on the lines between spaces.
If a card has no duration mentioned on it,
the effect is either permanent (such as CREATE
WALL) or instantaneous (such as FIREBALL).
If someone has cast CREATE
WALL or DESTROY WALL on a junction
between sectors, and some other moron decides he wants to use ROTATE SECTOR on one of them, then roll
the die for a 50-50% chance to see which one of the two sectors, the “alteration”
stays with.
GETTING NEW CARDS
You start with seven cards.
You may draw up to two per turn, but may never have more than seven
cards in your hand at one time. If
for some reason you do, you must immediately discard enough cards to bring
your hand down to the seven card limit. Draw
new cards only at the end of YOUR
turn.
If you want to discard cards from your hand
just for the sake of getting new cards, you may.
This includes cards which represent permanent objects, which give you
the option of dropping the object or discarding it.
THE DIE
This is referred to as a D4 in the game. It is either 8-sided (number from 1-4 twice)
or 4-sided, depending on which game edition you have. It is NOT used
to roll movement.
Whenever a random direction is called for
in the course of the game, pick a number representing the direction you are
trying to go, or trying to cast a spell (if you are BLINKed), and then roll
for that number.
If you need to roll a 50-50% chance, just
call 1,2 as low and 3,4 as high, determining which roll represents what, beforehand.
DEATH
A dead player is out of the game and may
not win even if two treasures are placed on his home base.
His home base is no longer valid for the purpose of eliminating other
players. His treasures, though, are
still valid to use to win the game. A
player who dies while performing an action that would normally win the game
is considered to have died first, and is eliminated from the game.
© 1985 Jolly Games
|