Preparation
First shuffle the wizard deck and the loot deck.
The players decide who will play the wizard and who shall be the heroes, if the players can't agree on who should be the wizard, vote on who the most evil player is and that player is the wizard (You can't vote for yourself).
The wizard takes the tiles and make a grid, depending on the number of players the grid size of the grid differs:
3 players (1 wizard + 2 heroes) - 5x5 grid.
4 players (1 wizard + 3 heroes) - 6x6 grid.
5 players (1 wizards + 4 heroes) - 7x7 grid.
The wizard then replaces the center tile with the wizard tower/Mana Wheel if there is not exact center (6x6 grid) the wizard chooses one of the center tiles. The wizard also chooses which direction the tower entrance will face at the start. The wizard the spins the mana wheel so that it is a 2 mana.
After the grid has been created the heroes close their eyes and the wizard take the 3 key tiles and replace 3 of the tiles on the board with these tiles.
The wizard then draws 5 cards from the wizard deck and choose 3 of them to keep in his hand, the rest are shuffled into the deck again.
First Turn
The wizard then takes the first turn of the game.
Dice
All dice use in the game are twenty sided dice.
Heroes
Each hero starts with 10 hit points. Write this down on a piece of paper or represent the hit points with dice or tokens.
3 players (1 wizard + 2 heroes) - 5x5 grid.
4 players (1 wizard + 3 heroes) - 6x6 grid.
5 players (1 wizards + 4 heroes) - 7x7 grid.
The wizard then replaces the center tile with the wizard tower/Mana Wheel if there is not exact center (6x6 grid) the wizard chooses one of the center tiles. The wizard also chooses which direction the tower entrance will face at the start. The wizard the spins the mana wheel so that it is a 2 mana.
After the grid has been created the heroes close their eyes and the wizard take the 3 key tiles and replace 3 of the tiles on the board with these tiles.
The wizard then draws 5 cards from the wizard deck and choose 3 of them to keep in his hand, the rest are shuffled into the deck again.
First Turn
The wizard then takes the first turn of the game.
Dice
All dice use in the game are twenty sided dice.
Heroes
Each hero starts with 10 hit points. Write this down on a piece of paper or represent the hit points with dice or tokens.
The Turn
Wizard
The wizard starts his turn by drawing a card from his deck. He then plays any cards he can from his hand with the mana he has to use and ends his turn.
If the Mana Wheel is on max it can not be increased more and instead the wizard draws an extra card each turn.
If the Mana Wheel is on max it can not be increased more and instead the wizard draws an extra card each turn.
Heroes
The heroes has 3 phases on their turns, the first phase is the Movement phase during this phase the heroes can move 1 tile (or further if they've used an ability that allows them to that).
The second phase is the Combat phase, in this phase the hero flips and fights any monsters in the tile.
The last phase is Loot phase, in this phase the heroes flip room tiles and draw loot from the loot deck.
Movement phase
All the movement happens simultaneous and the heroes can not go on to the next phase before all the heroes that want to move have moved. Each hero can move one step to an adjacent room. After all heroes have moved they move onto the next phase.
If a hero starts the turn on a tile with tokens on it (because of some spell or effect) that hero can not move this turn. Instead you just flip all the tokens (and the tile if necessary) and resolve any combats and traps as usual. If the hero would lose the combat the wizard chooses which tile the hero retreats to, the wizard can make the player retreat into a tile with tokens.
Combat phase
When all heroes have moved, they switch to the combat phase. Start this phase by flipping any face down tokens in the tiles the heroes have entered. Remove any blanks (tokens with a X), if there are any monsters (tokens with the number 1 to 5) the hero must fight, if there are any traps (tokens with a T) the hero must try to avoid the trap.
Combat
The wizard rolls a dice for the monster(s) and add the level of all monster(s) in the room. The hero/heroes rolls a dice and add stats from their equipment and/or other bonuses ( see Loot cards).
If there are more than 1 hero in a single combat all heroes roll a dice and choose the highest roll and add all of the heroes equipment and bonuses. If the monster(s) score is higher than the hero/heroes, the monsters win and vice versa, in case of a tie the hero/heroes win.
If the monster(s) win the hero/heroes have to move back to their previous tile and take 1 damage for each monster in the room they were fighting. If the hero/heroes win remove the monster(s) in the tile and get to draw 2 cards from the loot deck and choose one of them to keep, the other is discarded.
Avoiding traps
If a hero flips over one or more traps when entering a tile he/she must perform a save roll to avoid the trap.
The difficulty of the roll depends on the amount of traps in the tile:
1 trap - 7+ save roll.
2 traps - 10+ save roll.
3 traps - 13+ save roll.
If the hero fails the roll he/she takes 2 damage.
If more than one hero enters a tile with traps EACH hero has to roll a save throw.
Dying
If a hero is reduced to 0 hp he/she dies and is out of the game. Any loot and/or keys that hero has collected are placed on the tile where he/she died, any other hero can pick up these items by moving into the tile and defeating any monster in it if necessary.
Combat
The wizard rolls a dice for the monster(s) and add the level of all monster(s) in the room. The hero/heroes rolls a dice and add stats from their equipment and/or other bonuses ( see Loot cards).
If there are more than 1 hero in a single combat all heroes roll a dice and choose the highest roll and add all of the heroes equipment and bonuses. If the monster(s) score is higher than the hero/heroes, the monsters win and vice versa, in case of a tie the hero/heroes win.
If the monster(s) win the hero/heroes have to move back to their previous tile and take 1 damage for each monster in the room they were fighting. If the hero/heroes win remove the monster(s) in the tile and get to draw 2 cards from the loot deck and choose one of them to keep, the other is discarded.
Avoiding traps
If a hero flips over one or more traps when entering a tile he/she must perform a save roll to avoid the trap.
The difficulty of the roll depends on the amount of traps in the tile:
1 trap - 7+ save roll.
2 traps - 10+ save roll.
3 traps - 13+ save roll.
If the hero fails the roll he/she takes 2 damage.
If more than one hero enters a tile with traps EACH hero has to roll a save throw.
Dying
If a hero is reduced to 0 hp he/she dies and is out of the game. Any loot and/or keys that hero has collected are placed on the tile where he/she died, any other hero can pick up these items by moving into the tile and defeating any monster in it if necessary.
Loot phase
The last phase of the turn is the loot phase. First step of the loot phase is turning any face down tiles that have one or more heroes on them face up and apply the effects on the tile. Second part of the loot phase is to draw loot cards.
Tiles
Each tile has a Card Draw symbol and a Mana Wheel symbol and a positive or negative value in each of the symbols. When the tile is turned face up the wizard draws or discards cards equal to the value next to the Card Draw symbol and spins the Mana Wheel up or down equal to the value next to the Mana Wheel
Loot the room
If a hero flips a tile AND fought no monsters in the combat phase this turn he/she gets to draw one loot card.
Tiles
Each tile has a Card Draw symbol and a Mana Wheel symbol and a positive or negative value in each of the symbols. When the tile is turned face up the wizard draws or discards cards equal to the value next to the Card Draw symbol and spins the Mana Wheel up or down equal to the value next to the Mana Wheel
Loot the room
If a hero flips a tile AND fought no monsters in the combat phase this turn he/she gets to draw one loot card.
Keys or "How to win the game"
In order to win the game the heroes have to collect the 2 of the 3 hidden keys by exploring tiles. When a hero flips a tiles with a key symbol he/she receives a key and places that in front of him/her. When the heroes have all 2 of the keys they can enter the central wizard tower. 2 keys must be used to enter the wizard tower. A hero can give his/her keys to another hero if they are in the same tiles.
When the heroes enter the tower they must defeat any monster that have been placed there, if the succeed they cut down the wizard, chops his head of, pierce it with a spear and place it at top of the tower to show their dominance to any other would-be wizards or evildoers (i.e. they Win the game).
The key tile. |
Rage of the wizard!
When 2 of the 3 keys have been picked up by the heroes, the wizard rage makes the whole world shake and crumble. At the start of every wizard turn the wizard chooses a number of tiles equal to the number of players in the game (wizard + heroes) and remove them from the game. The wizard can not remove the last layer of tiles around the wizard tower and can not remove tiles in such a way that a hero could not get to the wizard tower or a tile with keys (if a hero has died and dropped it/them).
Monsters in the wizard tower
The wizard can place monsters and blank tokens in the wizard tower tile, but the wizard may only start doing so after the heroes have collected 2 keys.
Wizard victory
To win as a the wizard you have to kill all the heroes, when all heroes are dead, the wizard wins the game.
Wizard Cards
The wizard has 3 types of cards:
Monsters: These cards allows the wizard to place monsters of different levels on the board, whenever the wizard places tokens on the board he also places X amount of blank tokens so that the heroes don't know where the real monsters are. X is always defined on the card.
Traps: These cards allows the wizard to place trap tokens on the board and since they are tokens the wizard also places X amount of blank tokens on the board.
Spells: These cards are effects that target heros or rooms directly such as the frost bolt "All heroes in 1 tile skips their turn." Resolve the effect on the card and then discard it.
Placement of traps and Monsters
Monsters, traps and blanks can be placed on any tile that does not have a player on it. There can be a maximum number of tokens on a single tile equal to the total number of players in the game (wizard + heroes).
Discard
Whenever a card is played or discarded it is placed in a separate discard pile. If the deck run out of cards reshuffle the discard pile and use it as the new deck.
Removed
Some very powerful cards in the wizard deck are removed from the game when they are played (this is written on the card). Removed cards are not shuffled into the deck again when it runs out of cards.
Example spell cards. |
Example monster cards. |
Placement of traps and Monsters
Monsters, traps and blanks can be placed on any tile that does not have a player on it. There can be a maximum number of tokens on a single tile equal to the total number of players in the game (wizard + heroes).
Discard
Whenever a card is played or discarded it is placed in a separate discard pile. If the deck run out of cards reshuffle the discard pile and use it as the new deck.
Removed
Some very powerful cards in the wizard deck are removed from the game when they are played (this is written on the card). Removed cards are not shuffled into the deck again when it runs out of cards.
Loot Cards
There are 2 types of loot cards:
Consumables: These are one use only cards, they include health potions and one use combat bonuses. Consumables can be played at any time, or when indicated on the card.
Equipment: Equipment adds modifiers to the players rolls, such as "+3 to all your combat rolls" or "+2 when Avoiding Traps".
Example loot cards. |
Equipment cards are placed in front of the player to indicate that it is equipped. Consumables are kept in the players hand and discarded when used.
A player can only have 2 swords equipped and 1 pair of boots. Any extra swords or boots looted can be kept in hand and traded to other players.
Trading
Heroes in the same tile can give loot cards to each other.
Whenever a card is played or discarded it is placed in a separate discard pile. If the deck run out of cards reshuffle the discard pile and use it as the new deck.