Words that fit a table of any size
The rules page, the offline page, the guide, two spell descriptions and the share description no longer assume a duel has exactly two wizards: every wizard chooses, attacks go at an opponent, the last wizard standing wins, and blindness and invisibility speak of other wizards. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0141G6xqLeNRYEtviLWSB5Up
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Claude Opus 5.5
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<header>
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<a class="back" href="/">Back to the hall</a>
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<h1>How to play</h1>
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<p class="lede">You are a wizard with two hands and a rival across the table. Every turn each of you chooses a gesture for each hand, and all of them are shown at once. The right run of gestures on one hand is a spell. This guide goes through the screen from the hall to your first duel.</p>
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<p class="lede">You are a wizard with two hands, and across the table sits one rival or several. Every turn each of you chooses a gesture for each hand, and all of them are shown at once. The right run of gestures on one hand is a spell. This guide goes through the screen from the hall to your first duel.</p>
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<nav aria-label="Sections">
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<a href="#hall">The hall</a>
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<a href="#table">The table</a>
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<section id="first">
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<h2>A first duel</h2>
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<p>Open with a wave on each hand. From W-W either hand can go on to a counter-spell (W-W-S), protection from evil (W-W-P) or resist heat (W-W-F-P). On the first turn only a knife can hurt you. Then watch the warnings. When a missile is one gesture away, a palm on one hand stops it. When a fireball is one gesture away, a palm will not help, but a counter-spell on yourself or resist heat will.</p>
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<p>Next, choose a spell from the sheet and pin it to one hand, and keep the other hand free for answering. Cause light wounds takes three gestures, a fireball five, and summoning a goblin three. A goblin left alone strikes every turn, so in five turns it does a fireball's damage. Read your rival's ledger every turn, because they are reading yours, and both of you can feint.</p>
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<p>Next, choose a spell from the sheet and pin it to one hand, and keep the other hand free for answering. Cause light wounds takes three gestures, a fireball five, and summoning a goblin three. A goblin left alone strikes every turn, so in five turns it does a fireball's damage. Read your rivals' ledgers every turn, because they are reading yours, and any of you can feint.</p>
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<p>The full rules are on the <a href="/rules">rules page</a>, with Bartle's text. If a rule here reads wrong to you, or something misbehaves, <a href="mailto:eric@ericwagoner.com">send word</a>. The hall's <em>about this game</em> lists the other ways to reach the keeper.</p>
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</section>
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</main>
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