Wiz-War (Eighth Edition)
Cover art
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Plays
Activity 2025-06-26-Thursday
Start time: 22:11 PM
- Michelle won with 1 treasure and 1 kill. Jon did a gravity spell right as he was about to lose
Thoughts
This is a fun game. 4 wizards battle it out using all sorts of spells.
Win condition: Get 2 points, either from killing wizards from your attacks(1pt/kill), or stealing another wizard’s treasure (1pt/treasure).
Hand Size: 7 cards max, including maintained spells and deployed items. Draw up to 2 at the end of each turn (discard first then draw)
On your turn: Move up to 3 spaces and play any amount of spells, but only attack once (attacks can be physical or spells; both count as the one attack per turn)
Spell boosts: You can play power cards to make you move faster or make your spells stronger. Spells are assumed to have a power of 1 if no additional boosters are used.
Items and Treasures: Picking up an item costs 1 movement. Picking up a treasure ends your “move and cast” phase immediately.
Adjudications/Reminders
- Relics are carried like treasure
- Counters cards can be played on each other
- Heavy Treasure: Boosting movement using Mana is only worth half rounded down
House Rules commonly used
Deadly Treasures
Recommended optional rule: 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.
Permanent Creations
Anything that’s a creation (like if you create an item or a wall) does not count against your hand size
Ghosts
(Inspired from this thread)
When a player dies, they may choose to come back as a ghost. They remove their wizard figure from their coloured base and place the base on their home square. Starting from their next turn, they may continue to play as follows:
Ghosts have a base movement of 3, ignore everything when they move - all walls, objects, wizards, creatures and other ghosts. Ghosts ignore all spell effects and items. They cannot be targeted or affected by spells, pick up or carry items or treasures, etc.
If a ghost is in the same square as an enemy wizard, or in an adjacent square, the ghost may 'spook' the wizard. This attack is mundane as long as the wizard can be targeted. The wizard must discard one random card from their hand. This represents the wizard being startled by the ghost and losing their concentration, or wasting magical energy to ward off what seemed to be an enemy spell.
Highlighted rules from rulebook
Note: For the first game, it is recommended that players use the following schools of magic: White Cantrip, Alchemy, Elemental, and Mentalism.
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).
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).
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
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.
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.
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.
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.
During his movement, a wizard may pick up a mobile object in his current square by spending 1 movement point.
Carried items count toward a player’s hand size
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 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).
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.
Notes
[[WizWar_Rulebook v1-12 low.pdf]]
Rules Web
[[Wiz-War_Player-reference-cards_v1-2.pdf]]