Waving Hands: the rules
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How to duel

Waving Hands is Richard Bartle's 1977 game of duelling wizards, who trade spells made of hand gestures. Two can play, or a whole table. This page is a working reference, and the original transcription is at the end.

A turn

  1. Every wizard secretly chooses a gesture for each hand. In this game you pick them, then choose which finished spells to cast and at whom.
  2. Both reveal at once. Every spell, stab and monster attack of the turn takes effect together, so a shield you make this turn stops a missile made this turn.
  3. Damage and healing are added up, monsters that lost all their hit points are removed, and enchantments cast this turn bind next turn.

Gestures

There are six magical gestures. F is wriggled fingers, P a proffered palm, S a snap, W a wave, D a pointed digit and C a clap. A clap needs both hands, and a clap with one hand counts as nothing. A hand may instead stab with the knife (one point of damage, one stab a turn) or do nothing. Neither belongs to any spell, so a hand that stabs or rests starts its next spell from scratch.

A spell is a run of gestures made on consecutive turns by one hand. In the notation, a bracketed lower-case letter such as (w means that gesture made with both hands at once.

Both palms at once is surrender. It is not a spell and it ends the duel.

Overlapping spells

A gesture can belong to more than one spell as long as each spell's run is unbroken. F-F-F is Paralysis. Follow it with S-S-D-D, and the last five gestures, F-S-S-D-D, are a Fireball. Another F after F-F-F is a second Paralysis. Each gesture can finish only one spell, so if two spells would end on the same gesture you choose one. Any finished spell may be let go harmlessly, except the storms, which rage wherever they are released.

Targets and timing

Every spell has a subject. Protection and summons are usually cast on yourself, and attacks and enchantments on an opponent, but any spell may be aimed at any wizard or monster, and a spell aimed at something that no longer exists is lost.

Because everything is simultaneous, a monster killed the turn it appears still attacks that turn, a Resist heat cast in the same turn as a Fireball saves you, and a Remove enchantment cast in the same turn as a Fireball leaves you burned. Counter-spell stops every other spell cast at its subject that turn, except Finger of death and Dispel magic. Dispel magic stops every spell on the field, ends every enchantment and unmakes every monster after it attacks.

Monsters

A summoned creature obeys whoever it was summoned for, attacks any wizard or monster its master names, and is stopped by a shield on its target. Elementals attack everyone not resistant to their element, are destroyed by the opposite element, and merge if two of a kind meet.

{#each monsters as m (m.name)} {/each}
CreatureHit pointsDamage a turn
{m.name}{m.hp}{m.attack}

Winning

Each wizard has fifteen hit points and dies on losing them all. The last wizard standing wins. If the last wizards standing all die in the same turn, the duel is a draw. Surrender loses, unless the surrendering wizard's last gestures also killed the last opponent.

Every spell

{#each groups as g (g.category)}

{g.title}

{g.blurb}

{#each SPELLS.filter((s) => s.category === g.category) as spell (spell.id)}
{spell.name} {spell.sequences.join(' or ')}
{spell.summary}
{/each}
{/each}

The original text

Bartle's rules as printed in the Duel Purpose fanzine, transcribed by Andrew Buchanan. Kept as the source for anything this page simplifies.

{#each original as sec (sec.id)}
{sec.title}
{sec.body}
{/each}

If this page reads a rule differently from the text above, that is a bug: send word.