From 574c70779871245fef13981fb39e7c4fd3293c2e Mon Sep 17 00:00:00 2001 From: Eric Wagoner Date: Sat, 15 Aug 2026 18:25:50 -0400 Subject: [PATCH] Add 6th edition research: rules, cards, and board layouts Assembled from the Wayback Machine (Tom Jolly's wizwar.com), BGG, and fan archives: 5E rules transcription (6E is a light revision), Jolly's 2002 FAQ, ~208-card Chessex-era card pool with mechanics, all six sector board layouts reconstructed from photos + fan redraws, and setup diagrams. Gaps flagged for verification against Eric's copy. Co-Authored-By: Claude Fable 5 --- research/bgg-thread-2356205.json | 1 + research/boards-6e.md | 281 + research/boards-sources.md | 129 + research/cards-5e-with-expansions.txt | 5033 +++++++++++++++++ research/cards-6e.md | 323 ++ research/cards-sources.md | 130 + research/images/6e-photo-tile1.jpg | Bin 0 -> 216750 bytes research/images/6e-photo-tile2.jpg | Bin 0 -> 201381 bytes research/images/6e-photo-tile3.jpg | Bin 0 -> 220151 bytes research/images/6e-photo-tile4.jpg | Bin 0 -> 214486 bytes research/images/6e-photo-tile5.jpg | Bin 0 -> 204223 bytes research/images/6e-photo-tile6.jpg | Bin 0 -> 213733 bytes research/images/6e-rules-setup-diagram.jpg | Bin 0 -> 166752 bytes .../images/7e-rules-setup-2-8-players.jpg | Bin 0 -> 105803 bytes research/images/jeloba-board-1.jpg | Bin 0 -> 279650 bytes research/images/jeloba-board-2.jpg | Bin 0 -> 280487 bytes research/images/jeloba-board-3.jpg | Bin 0 -> 279781 bytes research/images/jeloba-board-4.jpg | Bin 0 -> 280016 bytes research/images/jeloba-board-5.jpg | Bin 0 -> 280344 bytes research/images/jeloba-board-6.jpg | Bin 0 -> 279897 bytes research/images/jeloba-board-7.jpg | Bin 0 -> 280409 bytes research/images/jeloba-board-8.jpg | Bin 0 -> 279597 bytes research/official-faq-2002.txt | 826 +++ research/rules-6e.md | 352 ++ research/rules-sources.md | 82 + 25 files changed, 7157 insertions(+) create mode 100644 research/bgg-thread-2356205.json create mode 100644 research/boards-6e.md create mode 100644 research/boards-sources.md create mode 100644 research/cards-5e-with-expansions.txt create mode 100644 research/cards-6e.md create mode 100644 research/cards-sources.md create mode 100644 research/images/6e-photo-tile1.jpg create mode 100644 research/images/6e-photo-tile2.jpg create mode 100644 research/images/6e-photo-tile3.jpg create mode 100644 research/images/6e-photo-tile4.jpg create mode 100644 research/images/6e-photo-tile5.jpg create mode 100644 research/images/6e-photo-tile6.jpg create mode 100644 research/images/6e-rules-setup-diagram.jpg create mode 100644 research/images/7e-rules-setup-2-8-players.jpg create mode 100644 research/images/jeloba-board-1.jpg create mode 100644 research/images/jeloba-board-2.jpg create mode 100644 research/images/jeloba-board-3.jpg create mode 100644 research/images/jeloba-board-4.jpg create mode 100644 research/images/jeloba-board-5.jpg create mode 100644 research/images/jeloba-board-6.jpg create mode 100644 research/images/jeloba-board-7.jpg create mode 100644 research/images/jeloba-board-8.jpg create mode 100644 research/official-faq-2002.txt create mode 100644 research/rules-6e.md create mode 100644 research/rules-sources.md diff --git a/research/bgg-thread-2356205.json b/research/bgg-thread-2356205.json new file mode 100644 index 0000000..ff528c3 --- /dev/null +++ b/research/bgg-thread-2356205.json @@ -0,0 +1 @@ +{"articles":[{"type":"articles","id":"33881890","source":{"type":"threads","id":"2356205"},"firstPost":true,"href":"\/thread\/2356205\/article\/33881890#33881890","canonical_link":"https:\/\/boardgamegeek.com\/thread\/2356205\/article\/33881890#33881890","collapsed":false,"rollsEnabled":false,"adminStatus":{"visibility":"default","stub":""},"links":[{"rel":"self","uri":"\/api\/articles\/33881890"},{"rel":"author","uri":"\/api\/users\/12948"},{"rel":"thumbs","uri":"\/api\/articles\/33881890\/reactions"},{"rel":"thumbs.total","uri":"\/api\/articles\/33881890\/reactions?totalonly=1"},{"rel":"tips","uri":"\/api\/articles\/33881890\/tips"},{"rel":"tips.total","uri":"\/api\/articles\/33881890\/tips?totalonly=1"}],"author":12948,"postdate":"2020-01-25T14:36:26+00:00","editdate":"2020-01-25T14:36:26+00:00","body":"Acquired a copy with 121 cards. Box says 125. Does anyone have a list of cards for this version, so I can figure out what is missing? Thanks","bodyXml":"\nAcquired a copy with 121 cards. Box says 125. Does anyone have a list of cards for this version, so I can figure out what is missing? Thanks<\/safehtml><\/xml>\n","rollsCount":0},{"type":"articles","id":"33882045","source":{"type":"threads","id":"2356205"},"firstPost":false,"href":"\/thread\/2356205\/article\/33882045#33882045","canonical_link":"https:\/\/boardgamegeek.com\/thread\/2356205\/article\/33882045#33882045","collapsed":false,"rollsEnabled":false,"adminStatus":{"visibility":"default","stub":""},"links":[{"rel":"self","uri":"\/api\/articles\/33882045"},{"rel":"author","uri":"\/api\/users\/456398"},{"rel":"thumbs","uri":"\/api\/articles\/33882045\/reactions"},{"rel":"thumbs.total","uri":"\/api\/articles\/33882045\/reactions?totalonly=1"},{"rel":"tips","uri":"\/api\/articles\/33882045\/tips"},{"rel":"tips.total","uri":"\/api\/articles\/33882045\/tips?totalonly=1"}],"author":456398,"postdate":"2020-01-25T15:07:26+00:00","editdate":"2020-01-25T15:07:26+00:00","body":"I could be wrong, but I believe 121 is how many total cards came in the base game in the 5th edition. Are you the contents of what you have is from the 6th?","bodyXml":"\nI could be wrong, but I believe 121 is how many total cards came in the base game in the 5th edition. Are you the contents of what you have is from the 6th?<\/safehtml><\/xml>\n","rollsCount":0},{"type":"articles","id":"33882138","source":{"type":"threads","id":"2356205"},"firstPost":false,"href":"\/thread\/2356205\/article\/33882138#33882138","canonical_link":"https:\/\/boardgamegeek.com\/thread\/2356205\/article\/33882138#33882138","collapsed":false,"rollsEnabled":false,"adminStatus":{"visibility":"default","stub":""},"links":[{"rel":"self","uri":"\/api\/articles\/33882138"},{"rel":"author","uri":"\/api\/users\/1551913"},{"rel":"thumbs","uri":"\/api\/articles\/33882138\/reactions"},{"rel":"thumbs.total","uri":"\/api\/articles\/33882138\/reactions?totalonly=1"},{"rel":"tips","uri":"\/api\/articles\/33882138\/tips"},{"rel":"tips.total","uri":"\/api\/articles\/33882138\/tips?totalonly=1"}],"author":1551913,"postdate":"2020-01-25T15:27:07+00:00","editdate":"2020-01-25T15:36:54+00:00","body":"If you go to the Internet Archive, you can pull \n\nwww.wizwar.com\/cards\/\n\nfrom March 18, 2016. There's a list of cards from the \u201c5th edition\u201d there, including both expansions. The list is in alphabetical order, but each card is marked to indicate if it's from the base set or expansion 1 or 2.\n\nEven though it says 5th ed., by my tally the list includes all the non-fan-designed cards that are floating around in the available PnP files. ","bodyXml":"\nIf you go to the Internet Archive, you can pull <br\/><br\/><a rel=\"nofollow noreferrer noopener\" target=\"_blank\" style=\"word-break: break-word;\" href=\"http:\/\/www.wizwar.com\/cards\/\">www.wizwar.com\/cards\/<\/a><br\/><br\/>from March 18, 2016. There's a list of cards from the “5th edition” there, including both expansions. The list is in alphabetical order, but each card is marked to indicate if it's from the base set or expansion 1 or 2.<br\/><br\/>Even though it says 5th ed., by my tally the list includes all the non-fan-designed cards that are floating around in the available PnP files.<\/safehtml><\/xml>\n","rollsCount":0},{"type":"articles","id":"33885175","source":{"type":"threads","id":"2356205"},"firstPost":false,"href":"\/thread\/2356205\/article\/33885175#33885175","canonical_link":"https:\/\/boardgamegeek.com\/thread\/2356205\/article\/33885175#33885175","collapsed":false,"rollsEnabled":false,"adminStatus":{"visibility":"default","stub":""},"links":[{"rel":"self","uri":"\/api\/articles\/33885175"},{"rel":"author","uri":"\/api\/users\/12948"},{"rel":"thumbs","uri":"\/api\/articles\/33885175\/reactions"},{"rel":"thumbs.total","uri":"\/api\/articles\/33885175\/reactions?totalonly=1"},{"rel":"tips","uri":"\/api\/articles\/33885175\/tips"},{"rel":"tips.total","uri":"\/api\/articles\/33885175\/tips?totalonly=1"}],"author":12948,"postdate":"2020-01-26T02:20:18+00:00","editdate":"2020-01-26T02:20:18+00:00","body":"[q=\"tylorlilley\"]I could be wrong, but I believe 121 is how many total cards came in the base game in the 5th edition. Are you the contents of what you have is from the 6th?[\/q]\n\nHmm. The back of the box says new 6th edition. \n\nIt appears I am missing five cards from that edition, (2 of 2 blunt, (1 of 1) brainstorm, (1 of 2) create wall and (1 of 1) dagger. \n\nIt also that I have one extra card, (2 instead of 1) drag.\n\nIt the game is unpunched and appears new, so it\u2019s odd that cards are missing. Can anyone confirm if that is what cards are in the 5th edition? \n\nThanks.","bodyXml":"\ntylorlilley<\/safehtml><\/qauthor>I could be wrong, but I believe 121 is how many total cards came in the base game in the 5th edition. Are you the contents of what you have is from the 6th?<\/safehtml><\/qbody><\/quote>Hmm. The back of the box says new 6th edition. <br\/><br\/>It appears I am missing five cards from that edition, (2 of 2 blunt, (1 of 1) brainstorm, (1 of 2) create wall and (1 of 1) dagger. <br\/><br\/>It also that I have one extra card, (2 instead of 1) drag.<br\/><br\/>It the game is unpunched and appears new, so it’s odd that cards are missing. Can anyone confirm if that is what cards are in the 5th edition? <br\/><br\/>Thanks.<\/safehtml><\/xml>\n","rollsCount":0},{"type":"articles","id":"33885179","source":{"type":"threads","id":"2356205"},"firstPost":false,"href":"\/thread\/2356205\/article\/33885179#33885179","canonical_link":"https:\/\/boardgamegeek.com\/thread\/2356205\/article\/33885179#33885179","collapsed":false,"rollsEnabled":false,"adminStatus":{"visibility":"default","stub":""},"links":[{"rel":"self","uri":"\/api\/articles\/33885179"},{"rel":"author","uri":"\/api\/users\/12948"},{"rel":"thumbs","uri":"\/api\/articles\/33885179\/reactions"},{"rel":"thumbs.total","uri":"\/api\/articles\/33885179\/reactions?totalonly=1"},{"rel":"tips","uri":"\/api\/articles\/33885179\/tips"},{"rel":"tips.total","uri":"\/api\/articles\/33885179\/tips?totalonly=1"}],"author":12948,"postdate":"2020-01-26T02:21:29+00:00","editdate":"2020-01-26T02:23:00+00:00","body":"[q=\"captainexpert\"]If you go to the Internet Archive, you can pull \n\nwww.wizwar.com\/cards\/\n\nfrom March 18, 2016. There's a list of cards from the \u201c5th edition\u201d there, including both expansions. The list is in alphabetical order, but each card is marked to indicate if it's from the base set or expansion 1 or 2.\n\nEven though it says 5th ed., by my tally the list includes all the non-fan-designed cards that are floating around in the available PnP files. [\/q]\n\nThe link doesn\u2019t appear to be active anymore.","bodyXml":"\ncaptainexpert<\/safehtml><\/qauthor>If you go to the Internet Archive, you can pull <br\/><br\/><a rel=\"nofollow noreferrer noopener\" target=\"_blank\" style=\"word-break: break-word;\" href=\"http:\/\/www.wizwar.com\/cards\/\">www.wizwar.com\/cards\/<\/a><br\/><br\/>from March 18, 2016. There's a list of cards from the “5th edition” there, including both expansions. The list is in alphabetical order, but each card is marked to indicate if it's from the base set or expansion 1 or 2.<br\/><br\/>Even though it says 5th ed., by my tally the list includes all the non-fan-designed cards that are floating around in the available PnP files.<\/safehtml><\/qbody><\/quote>The link doesn’t appear to be active anymore.<\/safehtml><\/xml>\n","rollsCount":0},{"type":"articles","id":"33885388","source":{"type":"threads","id":"2356205"},"firstPost":false,"href":"\/thread\/2356205\/article\/33885388#33885388","canonical_link":"https:\/\/boardgamegeek.com\/thread\/2356205\/article\/33885388#33885388","collapsed":false,"rollsEnabled":false,"adminStatus":{"visibility":"default","stub":""},"links":[{"rel":"self","uri":"\/api\/articles\/33885388"},{"rel":"author","uri":"\/api\/users\/1551913"},{"rel":"thumbs","uri":"\/api\/articles\/33885388\/reactions"},{"rel":"thumbs.total","uri":"\/api\/articles\/33885388\/reactions?totalonly=1"},{"rel":"tips","uri":"\/api\/articles\/33885388\/tips"},{"rel":"tips.total","uri":"\/api\/articles\/33885388\/tips?totalonly=1"}],"author":1551913,"postdate":"2020-01-26T03:25:05+00:00","editdate":"2020-01-26T03:25:05+00:00","body":"[q=\"mille1212\"][q=\"captainexpert\"]If you go to the Internet Archive, you can pull \n\nwww.wizwar.com\/cards\/\n\nfrom March 18, 2016. There's a list of cards from the \u201c5th edition\u201d there, including both expansions. The list is in alphabetical order, but each card is marked to indicate if it's from the base set or expansion 1 or 2.\n\nEven though it says 5th ed., by my tally the list includes all the non-fan-designed cards that are floating around in the available PnP files. [\/q]\n\nThe link doesn\u2019t appear to be active anymore.[\/q]\n\nThe original wizwar link is dead. But if you go to archive.org and search the wayback machine for the wizwar link it\u2019ll give you the old content that was saved. ","bodyXml":"\nmille1212<\/safehtml><\/qauthor>captainexpert<\/safehtml><\/qauthor>If you go to the Internet Archive, you can pull <br\/><br\/><a rel=\"nofollow noreferrer noopener\" target=\"_blank\" style=\"word-break: break-word;\" href=\"http:\/\/www.wizwar.com\/cards\/\">www.wizwar.com\/cards\/<\/a><br\/><br\/>from March 18, 2016. There's a list of cards from the “5th edition” there, including both expansions. The list is in alphabetical order, but each card is marked to indicate if it's from the base set or expansion 1 or 2.<br\/><br\/>Even though it says 5th ed., by my tally the list includes all the non-fan-designed cards that are floating around in the available PnP files.<\/safehtml><\/qbody><\/quote>The link doesn’t appear to be active anymore.<\/safehtml><\/qbody><\/quote>The original wizwar link is dead. But if you go to archive.org and search the wayback machine for the wizwar link it’ll give you the old content that was saved.<\/safehtml><\/xml>\n","rollsCount":0}],"pageid":1,"perPage":25,"total":6} \ No newline at end of file diff --git a/research/boards-6e.md b/research/boards-6e.md new file mode 100644 index 0000000..3b775e3 --- /dev/null +++ b/research/boards-6e.md @@ -0,0 +1,281 @@ +# Wiz-War 6th Edition (Chessex, 1993) — Maze Board Research + +Research date: 2026-08-15. All source URLs are in `boards-sources.md`. Supporting images +(photos of the actual 6e tiles, the 6e/7e rulebook setup diagrams, and clean fan redraws) +are saved in `research/images/`. + +## Confidence key + +- **CONFIRMED** — verified from two independent primary/near-primary sources (photographs + of the actual 6th-edition components cross-checked against a faithful fan redraw, or + stated on the BGG version page / visible in rulebook scans). +- **LIKELY** — single good source, or inferred with high confidence. +- **UNCERTAIN** — needs verification against the physical copy. + +--- + +## 1. What's in the box + +- **6th edition (Chessex, 1993):** 1 rulebook, **4 sector boards**, 2 sheets of tokens, + 125 spell cards, 1 die. *(CONFIRMED — BGG version page for "Chessex sixth edition"; + corroborated by the rulebook setup diagram, which marks the 5- and 6-player layouts + "2 sets required".)* +- **Wiz-War Expansion Set #1** (originally for 4th/5th ed., reprinted by Chessex 1994 to + match the 6th ed.): 75 spell cards, **2 additional sector boards**, 2 sheets of tokens. + Base + Expansion #1 = the **6 distinct maze layouts** photographed on BGG. + *(CONFIRMED — BGG expansion page; a 5th-edition owner's photo caption: "The Six Sector + tiles. Each unique.")* +- **Wiz-War Expansion Set #2**: 85 cards ("Artifacts"), new tokens/rules — **no boards**. + *(CONFIRMED — BGG expansion page.)* +- **7th edition ("Classic Edition", Chessex, 1997):** 1 rulebook, **4 boards**, 2 sheets of + die-cut counters, 4 stands, 130 spell cards, 1 die. Same 5x5 sector system; its rulebook + adds printed configurations up to 8 players. *(CONFIRMED — BGG version page + + rulebook-page photo.)* +- The 5th, 6th, and 7th editions all use the **same maze layouts** (the 6th re-drew the art; + layout-level identity of 5e vs 6e boards is CONFIRMED by the machine comparison described + in section 3; 7e is LIKELY the same boards — same count, same era, art appears identical + in photos). + +## 2. Sector board anatomy (CONFIRMED from photos of all six 6e tiles) + +- Each sector board is a **5x5 grid of square spaces** (25 spaces). Total play area is + one sector per player (2p = 5x10, 4p = 10x10, etc.). +- **Perimeter:** each side of a sector is a solid outer wall with exactly **one one-space + opening centered on the middle space of each edge** (i.e., adjacent to row 3 / column 3). + All six boards share this — so however sectors are shuffled and rotated at setup, the + mid-edge corridors always line up with neighboring sectors and with the wraparound + connections at the outer edges of the whole map. +- **Home space ("start"):** the exact **center space (3,3)** of every sector, marked with a + large 8-pointed star. The sector's wizard starts there and returns stolen treasure there. +- **Treasure spaces:** **two per sector**, marked with an octagonal swirl/rosette glyph, + always **diagonally adjacent to the home space on the same diagonal** — at (2,2) and + (4,4) in the canonical orientation used below (photos of some tiles show them at + (2,4)/(4,2), which is just the same board rotated 90°). Each player's two treasure + tokens start on these. *(Glyph meaning is LIKELY from the parallel rule in every other + edition — 8e calls them "treasure start squares" — and the token counts; verify wording + in the 6e rulebook.)* +- **Interior walls:** thick stone walls sitting on edges between spaces (never diagonal, + never partial). Cell boundaries without walls are drawn as thin cracked lines (no game + effect). +- **Doors:** drawn as a wooden plank with hinge/knob circles filling a wall gap. Each + layout has **1 or 2 printed doors** (8 doors across the 6 boards). +- **No other special spaces.** Each space has a small centering dot (decorative). There are + no numbered spaces, portals, or terrain printed on the Chessex boards — everything else + (thornbushes, rocks, created walls/doors, etc.) is tokens placed during play. +- Boards are **single-sided**, black-and-white line art in 6e. *(Single-sidedness: + LIKELY — no photo or listing shows a printed back; the double-sided "classic/new" + boards are an 8th-edition (FFG) feature.)* +- Physical size: UNCERTAIN. A fan who reproduced them printed at 7.5 in square; the actual + Chessex boards' dimensions need measuring from the physical copy. + +## 3. The six maze layouts (CONFIRMED, with caveats noted) + +**Provenance / verification method.** Two independent sources were machine-read +pixel-by-pixel and compared: + +1. **Photographs of the actual 6th-edition tiles** posted to BGG by user louping0 ca. 2006 + (files `images/6e-photo-tile1..6.jpg`, BGG image IDs 184445, 184446, 184447, 184665, + 184680, 184683). +2. **Jeff Barrett's (jeloba.com) clean 1500x1500 redraws** of "the standard boards from the + 5th edition & expansions" (files `images/jeloba-board-1..6.jpg`, recovered via the + Wayback Machine). + +Every boundary between adjacent spaces was classified wall/door/open by pixel sampling in +both sets, and each photo was matched against each redraw under all 8 rotations/reflections. +**Every 6e tile matched exactly one redraw under a pure rotation** — three pairs matched +perfectly on every edge, and the remaining differences were exactly the doors (thin light +planks that the photo classifier reads as "open") plus 2 near-threshold edges on the one +skewed photo (tile 4). Conclusion: the layouts below are the 6th-edition layouts, at very +high confidence. + +**Caveats:** (a) door positions on layouts D and F rest on the photo + redraw agreeing but +with 2 low-quality edges on the tile-4 photo — worth eyeballing against the physical +boards; (b) which 4 of the 6 shipped in the 6e base box vs. which 2 came from Expansion +Set #1 is UNKNOWN (boards are unlabeled); (c) canonical orientation below is arbitrary — +boards are randomly rotated at setup anyway. + +**Notation.** Spaces are (row, column), row 1 = top, column 1 = left. `H` = home star +(3,3). `T` = treasure space. `D` / `==D==` = door. Gaps in the outer border are the +mid-edge openings. "Walls V" lists vertical walls as (r,c)|(r,c+1); "Walls H" lists +horizontal walls as (r,c)|(r+1,c). + +### Layout A — photo `6e-photo-tile5.jpg` (BGG pic184680) rotated 180° + +``` ++-----+-----+ +-----+-----+ +| | ++ +-----+-----+-----+ + +| | T | | ++ + + +-----+-----+ + | H | ++-----+==D==+ + +==D==+ +| T | | ++ +-----+-----+-----+ + +| | ++-----+-----+ +-----+-----+ +``` +- Walls V: (2,1)|(2,2), (2,2)|(2,3), (3,2)|(3,3), (3,3)|(3,4), (4,4)|(4,5) +- Walls H: (1,2)|(2,2), (1,3)|(2,3), (1,4)|(2,4), (2,4)|(3,4), (2,5)|(3,5), (3,1)|(4,1), (4,2)|(5,2), (4,3)|(5,3), (4,4)|(5,4) +- Doors: (3,2)-(4,2), (3,5)-(4,5) + +### Layout B — photo `6e-photo-tile1.jpg` (BGG pic184445) rotated 180° + +``` ++-----+-----+ +-----+-----+ +| | ++ +-----+ +-----+==D==+ +| T | | | ++ +-----+ + + + + | H | | ++ + + + +-----+ +| | | | T | ++ + + +-----+ + +| | | ++-----+-----+ +-----+-----+ +``` +- Walls V: (2,2)|(2,3), (2,3)|(2,4), (3,1)|(3,2), (3,3)|(3,4), (3,4)|(3,5), (4,1)|(4,2), (4,2)|(4,3), (4,3)|(4,4), (5,2)|(5,3) +- Walls H: (1,2)|(2,2), (1,4)|(2,4), (2,2)|(3,2), (3,5)|(4,5), (4,4)|(5,4) +- Doors: (1,5)-(2,5) + +### Layout C — photo `6e-photo-tile3.jpg` (BGG pic184447); rotate this diagram 90° CW to match the photo + +``` ++-----+-----+ +-----+-----+ +| | | ++ + +-----+-----+ + +| T | | | ++==D==+-----+ + + + + H | | ++ +-----+-----+ + + +| | T | | ++ +-----+-----+ + + +| | | ++-----+-----+ +-----+-----+ +``` +- Walls V: (1,1)|(1,2), (2,2)|(2,3), (2,4)|(2,5), (3,3)|(3,4), (3,4)|(3,5), (4,1)|(4,2), (4,4)|(4,5), (5,3)|(5,4) +- Walls H: (1,3)|(2,3), (1,4)|(2,4), (2,2)|(3,2), (3,2)|(4,2), (3,3)|(4,3), (4,2)|(5,2), (4,3)|(5,3) +- Doors: (2,1)-(3,1) + +### Layout D — photo `6e-photo-tile2.jpg` (BGG pic184446); rotate this diagram 90° CW to match the photo + +``` ++-----+-----+ +-----+-----+ +| | | ++ + +-----+-----+ + +| | T | ++ +==D==+-----+-----+-----+ + | H ++ + +-----+-----+-----+ +| | T | ++ +-----+-----+-----+ + +| | ++-----+-----+ +-----+-----+ +``` +- Walls V: (1,2)|(1,3), (2,1)|(2,2), (3,1)|(3,2), (4,1)|(4,2) +- Walls H: (1,3)|(2,3), (1,4)|(2,4), (2,3)|(3,3), (2,4)|(3,4), (2,5)|(3,5), (3,3)|(4,3), (3,4)|(4,4), (3,5)|(4,5), (4,2)|(5,2), (4,3)|(5,3), (4,4)|(5,4) +- Doors: (2,2)-(3,2) +- Note the long east-west corridor through the home row — this board is unusually open + left-to-right. + +### Layout E — photo `6e-photo-tile6.jpg` (BGG pic184683); rotate this diagram 270° CW (90° CCW) to match the photo + +``` ++-----+-----+ +-----+-----+ +| | ++ +-----+ +-----+ + +| T | | | ++-----+ +-----+ + + + D | H | ++ + + + + + +| | | T | ++ +-----+-----+ +-----+ +| | ++-----+-----+ +-----+-----+ +``` +- Walls V: (2,2)|(2,3), (2,4)|(2,5), (3,2)|(3,3), (3,4)|(3,5), (4,1)|(4,2), (4,3)|(4,4) +- Walls H: (1,2)|(2,2), (1,4)|(2,4), (2,1)|(3,1), (2,3)|(3,3), (4,2)|(5,2), (4,3)|(5,3), (4,5)|(5,5) +- Doors: (3,1)-(3,2) (a door on a vertical wall) + +### Layout F — photo `6e-photo-tile4.jpg` (BGG pic184665); rotate this diagram 90° CW to match the photo + +``` ++-----+-----+ +-----+-----+ +| | ++ +-----+==D==+-----+ + +| T | | ++-----+ + + +-----+ + | H | ++-----+-----+ + +-----+ +| | T | | ++ +-----+-----+ + + +| D | ++-----+-----+ +-----+-----+ +``` +- Walls V: (2,2)|(2,3), (3,2)|(3,3), (3,3)|(3,4), (4,3)|(4,4), (4,4)|(4,5) +- Walls H: (1,2)|(2,2), (1,4)|(2,4), (2,1)|(3,1), (2,5)|(3,5), (3,1)|(4,1), (3,2)|(4,2), (3,5)|(4,5), (4,2)|(5,2), (4,3)|(5,3) +- Doors: (1,3)-(2,3), (5,3)-(5,4) (this photo was the lowest quality; verify) + +## 4. Board setup / sector connection rules + +From the **6e rulebook's back-page "Set-Up Diagram"** (`images/6e-rules-setup-diagram.jpg`) +and the **7e rulebook pp. 8-9** (`images/7e-rules-setup-2-8-players.jpg`). CONFIRMED as +printed; interpretation of the letter labels is LIKELY (verify exact wording in the rules +text). + +General procedure (from period rules summaries): boards are shuffled/randomly rotated under +the table and laid out in the configuration for the player count; each player is assigned +the sector containing their home star. + +Configurations: + +- **2 players:** 2 sectors stacked in a 1x2 column (5 wide x 10 tall). Edge labels: + top sector {top A, left C, right B}; bottom sector {left B, right C, bottom A}. + Matching letters are wraparound-connected: walking off opening A at the top re-enters at + opening A at the bottom; the top sector's right opening (B) connects to the bottom + sector's left opening (B), etc. The 7e rules also show a "two player variant" (B'/C') + with the pairings swapped straight-across. +- **3 players:** stair/L shape — one sector on the top row (offset right), two on the + bottom row. Convex outer openings pair by letter; at the concave corner, the two + openings that face the notch are joined by an "**Aisle Warp**" (drawn as an arc around + the corner — stepping out one opening brings you around the corner into the other). +- **4 players:** 2x2 square (10x10 spaces). Wraparound is straight across: left-edge + openings A,B pair with right-edge openings A,B on the same rows; top C,D pair with + bottom C,D on the same columns. +- **5 players:** plus/cross shape (4 arms + center). **Requires 2 sets** (i.e., more than + 4 boards). Opposite arm tips wrap to each other (A-A top/bottom, B-B left/right); + arrows in the diagram show the concave corner openings warping around the corners. +- **6 players:** 3x2 rectangle. **Requires 2 sets.** Straight-across wrap: top A,B,C to + bottom A,B,C; left D,E to right D,E. +- **7 players** (7e rulebook): pinwheel arrangement of 7 sectors with aisle-warp arcs + around the notches. +- **8 players** (7e rulebook): two printed options — a large cross (doubled arms), or a + 2x4 rectangle with straight-across wrap. +- **"Relocate Sector" spell card** can move a whole sector during play; the rulebooks show + a resulting offset/staggered configuration and how edges reconnect afterward. + +Line-of-sight examples printed beside the 7e diagrams confirm: LOS is blocked by walls and +by board-edge except through the wrap connections (wrap-connected openings are treated as +adjacent). + +## 5. Expansion boards summary + +| Product | Era | Boards added | +|---|---|---| +| Expansion Set #1 (Jolly Games 1985 / Chessex 1994 reprint) | 4th/5th/6th ed. | **+2 sector boards** (the 2 extra layouts among the six above) | +| Expansion Set #2 | 5th/6th ed. | none (cards/tokens only) | +| 7th ed. "Classic Edition" (1997) | — | base has 4 boards; no separate board expansion found | +| 8th ed. (FFG 2012) | redesign | 4 **double-sided** sector boards (one side "classic" layout, one side new), still one home + two treasure spaces per sector | +| 8e: Malefic Curses (2013) | FFG | **+1 sector board** + portals (enables 5th player) | +| 8e: Bestial Forces (2014) | FFG | none (monsters/spells) | + +## 6. What still needs the physical 6th-edition copy + +1. **Door verification** on Layouts D and F (photo quality), and a general once-over of all + six ASCII maps against the real tiles (the machine read is high-confidence but the + photos are ~1024 px scans of hand-drawn art). +2. **Which 4 layouts are in the base box** (if the owner's copy is base-only, whichever 4 + they have answers it; the other 2 are Expansion Set #1's). +3. **Exact rulebook wording** for: treasure-space setup, wraparound/aisle-warp movement and + LOS, sector assignment, and the 2-player variant. +4. **Physical dimensions** of a sector board, and whether the backs are blank. +5. Any **errata sheet** in the box (the 5th edition shipped one). diff --git a/research/boards-sources.md b/research/boards-sources.md new file mode 100644 index 0000000..a666bec --- /dev/null +++ b/research/boards-sources.md @@ -0,0 +1,129 @@ +# Wiz-War Board Research — Annotated Sources + +Compiled 2026-08-15. Local copies of the key images are in `research/images/`. +Reliability: ★★★ primary (photos/scans of actual components or official pages), +★★ near-primary (faithful fan reproduction, period fan site), ★ secondary (reviews, wikis). + +## Primary: photographs of the actual 6th-edition boards (BGG image gallery) + +BGG gallery for Wiz-War (game id 589): https://boardgamegeek.com/boardgame/589/wiz-war/images +Uploaded by BGG user louping0, captioned "6th edition board tile (n of 6)". ★★★, 6th ed. +Direct large-image CDN links (1024 px): + +| Local file | BGG image page | Direct image | +|---|---|---| +| 6e-photo-tile1.jpg (= Layout B) | https://boardgamegeek.com/image/184445 | https://cf.geekdo-images.com/VMDIooYhfbvkS57ALIzxsQ__large/img/l78YiL6JIME8erbD4rRmvvTxWgc=/fit-in/1024x1024/filters:no_upscale():strip_icc()/pic184445.jpg | +| 6e-photo-tile2.jpg (= Layout D) | https://boardgamegeek.com/image/184446 | https://cf.geekdo-images.com/RPqgn8DF_VSaiNoE-WuavA__large/img/dLZ49Wq2D1bM2OC-RcRxhV4eE0E=/fit-in/1024x1024/filters:no_upscale():strip_icc()/pic184446.jpg | +| 6e-photo-tile3.jpg (= Layout C) | https://boardgamegeek.com/image/184447 | https://cf.geekdo-images.com/3tVJ9oZRdhDZtc2n-gKlkA__large/img/GqU785i_DvzsITdVAACSPMf6k6U=/fit-in/1024x1024/filters:no_upscale():strip_icc()/pic184447.jpg | +| 6e-photo-tile4.jpg (= Layout F) | https://boardgamegeek.com/image/184665 | https://cf.geekdo-images.com/KAYnAefaanADZxMOsV7PqA__large/img/4MqM9OsPSGZXdnDoL-LWT5dIKjA=/fit-in/1024x1024/filters:no_upscale():strip_icc()/pic184665.jpg | +| 6e-photo-tile5.jpg (= Layout A) | https://boardgamegeek.com/image/184680 | https://cf.geekdo-images.com/9stqhvHtVYQ7DCYwbyDYKg__large/img/uUxbTXaRz0wHXWuTyCP2rL97f1Q=/fit-in/1024x1024/filters:no_upscale():strip_icc()/pic184680.jpg | +| 6e-photo-tile6.jpg (= Layout E) | https://boardgamegeek.com/image/184683 | https://cf.geekdo-images.com/2VZDdWQ8_oe6iQ873XuQ1w__large/img/SWXrwVQ1evrFJM-OiXdw_mJJqQk=/fit-in/1024x1024/filters:no_upscale():strip_icc()/pic184683.jpg | + +Setup diagrams (★★★): + +- **Back page of the 6e rulebook, "Set-Up Diagram"** (2/3/4/5/6-player + Relocate Sector + example): https://boardgamegeek.com/image/184444 — local `6e-rules-setup-diagram.jpg` + Direct: https://cf.geekdo-images.com/Y1z0ob0hGj-zToQILSLIDQ__large/img/Yh3f4BEFxXULK4U7Bg48dyywuEg=/fit-in/1024x1024/filters:no_upscale():strip_icc()/pic184444.jpg +- **7e rulebook pp. 8-9, "2 player to 8 player board configurations"** (+ LOS examples): + https://boardgamegeek.com/image/740566 — local `7e-rules-setup-2-8-players.jpg` + Direct: https://cf.geekdo-images.com/xwVHbvC9pOT5CxjAGlTyDQ__large/img/u_BpeqSrpNMF_VtpzbRZAJ8_pF0=/fit-in/1024x1024/filters:no_upscale():strip_icc()/pic740566.jpg + +Other useful gallery photos: 3-player 5e table setup https://boardgamegeek.com/image/319140 · +5e + Expansion #1 "The Six Sector tiles" https://boardgamegeek.com/image/396371 · +6e box front/back https://boardgamegeek.com/image/184442 / /image/184443 · +6e token/card close-ups /image/261893-261897 · 6e number cards /image/184459. + +## Near-primary: Jeff Barrett's (jeloba.com) board reproductions — ★★ + +Defunct fan site, recovered via the Wayback Machine. His page states: "The first six are +the standard boards from the 5th edition & expansions. The last two are original layouts." +Machine-verified (all-symmetry edge comparison) to match the six photographed 6e tiles +exactly — see boards-6e.md §3. Clean 1500x1500 images, ideal for reading exact layouts. + +- Archived page: http://web.archive.org/web/20050311212238/http://www.jeloba.com/wizwar/ +- Board images (append `if_` after the timestamp for the raw file), local copies + `jeloba-board-1..8.jpg`: + - http://web.archive.org/web/20070117082134if_/http://www.jeloba.com/wizwar/images/ww-board-1.jpg + - http://web.archive.org/web/20070116110655if_/http://www.jeloba.com/wizwar/images/ww-board-2.jpg + - http://web.archive.org/web/20050524075609if_/http://www.jeloba.com/wizwar/images/ww-board-3.jpg + - http://web.archive.org/web/20070117082125if_/http://www.jeloba.com/wizwar/images/ww-board-4.jpg + - http://web.archive.org/web/20070116110710if_/http://www.jeloba.com/wizwar/images/ww-board-5.jpg + - http://web.archive.org/web/20070116110620if_/http://www.jeloba.com/wizwar/images/ww-board-6.jpg + - http://web.archive.org/web/20070116110718if_/http://www.jeloba.com/wizwar/images/ww-board-7.jpg (custom) + - http://web.archive.org/web/20070117082144if_/http://www.jeloba.com/wizwar/images/ww-board-8.jpg (custom) +- Same content packaged on BGG: "Improved board.zip" https://boardgamegeek.com/filepage/24521/improved-boardzip + (BGG file downloads require a free login.) + +## Edition/component references — ★★★ + +- Wiz-War (Chessex sixth edition) version page: https://boardgamegeek.com/boardgameversion/27352/chessex-sixth-edition + — 1993; contents: 1 rulebook, 4 boards, 2 token sheets, 125 spell cards, 1 die. + (BGG blocks anonymous scripted fetches; view in a browser.) +- Wiz-War (Chessex classic edition 1997 = 7th ed.) version page: https://boardgamegeek.com/boardgameversion/28612/chessex-classic-edition-1997 + — 1 rulebook, 4 boards, 2 sheets die-cut counters, 4 stands, 130 spell cards, 1 die. +- Wiz-War: Expansion Set #1: https://boardgamegeek.com/boardgame/28071/wiz-war-expansion-set-1 + — 75 spell cards, **2 new boards**, 2 token sheets; Chessex reprint version: https://boardgamegeek.com/boardgameversion/35412/english-third-edition +- Wiz-War: Expansion Set #2: https://boardgamegeek.com/boardgame/38450/wiz-war-expansion-set-2 — cards/tokens only. +- Main game page: https://boardgamegeek.com/boardgame/589/wiz-war +- Noble Knight archival listings (photos of box contents sometimes included): + https://www.nobleknight.com/P/2147384243/Wiz-War-6th-Edition · + https://www.nobleknight.com/P/2148330144/Wiz-War-Collection-2---Base-Game-6th-Edition-w-Expansion-1 + +## Rules texts — ★★/★ + +- BGG file "Doc1.doc — English rules" (era rules transcription; login required): + https://boardgamegeek.com/filepage/4689/doc1doc +- BGG file "Wiz War FAQ.doc" (comprehensive era FAQ): https://boardgamegeek.com/filepage/2537/wiz-war-faqdoc +- 8th ed. official rulebook PDF (FFG; different board system but same home/treasure + concepts): https://images-cdn.fantasyflightgames.com/ffg_content/wiz-war/WizWar_Rulebook%20v1-12%20low.pdf +- UltraBoardGames rules summary (8e): https://www.ultraboardgames.com/wiz-war/game-rules.php + +## Fan board recreations / print-and-play (all recreate the Chessex-era game) — ★★ + +- **"Magic Stone" redesign by Ilya Baranovsky (Ilya 77)** — full modern redesign of the + classic game; Basic Set contains **8 map sectors** + all tokens: + https://boardgamegeek.com/filepage/54028/wizwar-magic-stone-basic-set + (cards: /filepage/48093; Expansion 1: /filepage/54029; Expansion 2: /filepage/60781; + Community Expansion+: /filepage/98753). Note: 8 sectors means it is not a 1:1 layout + reproduction of the six official boards — treat as inspired-by, not authoritative. +- **Kwanchai Moriya redesign** (new artwork for the classic edition): + https://boardgamegeek.com/filepage/35997/kwanchais-wiz-war-redesign +- **Wiz-war in 3D** (fully redone boards, 3D rendered, base + Expansion 1): + https://boardgamegeek.com/filepage/70946/wiz-war-in-3d-minus-the-cards +- Jeloba spell-card label PDFs (Wayback): SpellCards-OriginalDecks.pdf, SpellCards-Additional.pdf, + Number Card Labels.pdf under http://web.archive.org/web/*/http://www.jeloba.com/wizwar/* + +## Digital modules + +- **Tabletop Simulator — "Wiz-War" (classic Tom Jolly edition, Kwanchai art), by treetrnk:** + https://steamcommunity.com/sharedfiles/filedetails/?id=408527762 — ★★, digitizes the + Chessex-era game via fan redesign assets. +- **Tabletop Simulator — "Wiz-War Magic Stone Edition + Expansions":** + https://steamcommunity.com/sharedfiles/filedetails/?id=667198893 — ★★, Ilya 77 redesign + of the classic game. +- Tabletop Simulator — Wiz-War 8th edition (FFG redesign, scanned components): + https://steamcommunity.com/sharedfiles/filedetails/?id=1913683974 and + https://steamcommunity.com/sharedfiles/filedetails/?id=2063767485 — ★★★ for 8e boards only. +- **VASSAL: no Wiz-War module exists** in the VASSAL module library (searched + vassalengine.org library and web; nothing found as of 2026-08). +- wiki.wizwar.net — small fan wiki about the 8e TTS mod; little board content: + https://wiki.wizwar.net/doku.php?id=tabletop_simulator + +## Background / history — ★ + +- Wikipedia: https://en.wikipedia.org/wiki/Wiz-War (edition history; no layout specifics) +- "A Brief History of Wiz-War", League of Gamemakers: https://www.leagueofgamemakers.com/a-brief-history-of-wiz-war/ +- RPGnet review of the 7e Classic Edition (confirms 4 board sections in box): + https://www.rpg.net/reviews/archive/classic/rev_815.phtml +- 8e expansions: Malefic Curses (adds 1 sector board + portals, 5th player) + https://boardgamegeek.com/boardgame/147473/wiz-war-malefic-curses · Bestial Forces (no board) + https://therewillbe.games/articles-boardgame-reviews/4787-wiz-war-bestial-forces-expansion-review + +## Access notes + +- BGG HTML pages return 403 to scripted fetches; the JSON APIs work: + images `https://api.geekdo.com/api/images?objectid=589&objecttype=thing&galleries[]=game&...`, + files `https://api.geekdo.com/api/files?objectid=589&objecttype=thing&...`. + The old XML API now requires authentication. +- Wayback Machine: add `if_` after the timestamp in URLs to fetch raw files; the CDX API + (`http://web.archive.org/cdx/search/cdx?url=jeloba.com/wizwar*`) lists all captures. diff --git a/research/cards-5e-with-expansions.txt b/research/cards-5e-with-expansions.txt new file mode 100644 index 0000000..e656f23 --- /dev/null +++ b/research/cards-5e-with-expansions.txt @@ -0,0 +1,5033 @@ + + + standard wizwar cards standard wizwar cards + +Spell list from the 5th edition of Wiz-War, including the first two expansion sets, as adapted from the spell list on wizwar.com. + +Wiz-War is (c) 1985 by Jolly Games. + + CONTENTS: + + 1. + Absorb    [COUNTERACTION] + + 2. + Absorb Spell    [COUNTERACTION] + + 3. + Add    + + 4. + Adrenaline    [NEUTRAL] + + 5. + Alter Ego    [NEUTRAL] + + 6. + Alter Reality    [NEUTRAL] + + 7. + Amber Pendant    [ARTIFACT] + + 8. + Amplify    [NEUTRAL] + + 9. + Animate Object    [NEUTRAL] + + 10. + Anti-Anti    [COUNTERACTION] + + 11. + Around the Corner    [NEUTRAL] + + 12. + Arm of Thor    [ARTIFACT] + + 13. + Astral Projection    [NEUTRAL] + + 14. + Big Man    [NEUTRAL] + + 15. + Blaster Stick    [ATTACK] + + 16. + Blind    [ATTACK] + + 17. + Blink    [ATTACK] + + 18. + Bloodstone    [OBJECT] + + 19. + Blunt    [COUNTERACTION] + + 20. + Bomb    [TRAP] + + 21. + Boobytrap    [NEUTRAL] + + 22. + Book of Infinite Spells    [ARTIFACT] + + 23. + Brain    [ARTIFACT] + + 24. + Brain Drain    [ATTACK] + + 25. + Brainstone    [OBJECT] + + 26. + Buddy    [NEUTRAL] + + 27. + Burden    [ATTACK] + + 28. + Card Erasure    [ATTACK] + + 29. + Cease-Fire    [ATTACK] + + 30. + Chaos    [ATTACK] + + 31. + Claw of Mars    [ARTIFACT] + + 32. + Clone    [COUNTERACTION] + + 33. + Control Creation    [NEUTRAL] + + 34. + Create Big Black Bat    [ATTACK] + + 35. + Create Door    [NEUTRAL] + + 36. + Create Familiar    [ATTACK] + + 37. + Create Ghoul    [ATTACK] + + 38. + Create Pit    [NEUTRAL] + + 39. + Create Skeleton    [ATTACK] + + 40. + Create Sub-Wizard    [ATTACK] + + 41. + Create Troll    [ATTACK] + + 42. + Create Wall    [NEUTRAL] + + 43. + Create Wraith    [ATTACK] + + 44. + Crossbow    [ATTACK] + + 45. + Crystal Ball    [ARTIFACT] + + 46. + Curse Of The Litter Bug    [ATTACK] + + 47. + Curse Of The Monster Musk    [ATTACK] + + 48. + Dagger    [ATTACK] + + 49. + Decoy    [NEUTRAL] + + 50. + Deja-Vu    [NEUTRAL] + + 51. + Democratic Monster    [ATTACK] + + 52. + Destroy Wall    [NEUTRAL] + + 53. + Disease    [ATTACK] + + 54. + Disguise Magic    [NEUTRAL] + + 55. + Dispel Creation    [NEUTRAL] + + 56. + Door-To-Door    [NEUTRAL] + + 57. + Double Back    [COUNTERACTION] + + 58. + Double Barrel    [NEUTRAL] + + 59. + Drag    [NEUTRAL] + + 60. + Drop Object    [ATTACK] + + 61. + Dust cloud    [NEUTRAL] + + 62. + Empathy    [COUNTERACTION] + + 63. + Evil Eye    [ARTIFACT] + + 64. + Exploding Door    [NEUTRAL] + + 65. + Exploding Energy    [ATTACK] + + 66. + Extend    [NEUTRAL] + + 67. + Eye of the Beholder    [ARTIFACT] + + 68. + Eye of Claremont    [ARTIFACT] + + 69. + Fear    [NEUTRAL] + + 70. + Featherweight    [COUNTERACTION] + + 71. + Fighterstone    [ATTACK] + + 72. + Fill `Er Up    [NEUTRAL] + + 73. + Fill Square With Slime    [NEUTRAL] + + 74. + Fill Square with Stone    [NEUTRAL] + + 75. + Fire Imp    [ATTACK] + + 76. + Fireball    [ATTACK] + + 77. + Firefly Stick    [ATTACK] + + 78. + Fit Of Frenzy    [TRAP] + + 79. + Flame On    [NEUTRAL] + + 80. + Flight    [NEUTRAL] + + 81. + Force of the Jet-Eye    [ARTIFACT] + + 82. + Full Reflection    [COUNTERACTION] + + 83. + Full Shield    [COUNTERACTION] + + 84. + Geas    [ATTACK] + + 85. + Ghost    [ATTACK] + + 86. + Gift From Below    [TRAP] + + 87. + Gift From God    [INSTANT] + + 88. + Glue    [NEUTRAL] + + 89. + Go Away    [ATTACK] + + 90. + Handful Of Tacks    [OBJECT] + + 91. + Hard Cell    [NEUTRAL] + + 92. + Health Stone    [OBJECT] + + 93. + Heave-Ho    [ATTACK] + + 94. + Hotfoot    [ATTACK] + + 95. + Howling Vacuum    [NEUTRAL] + + 96. + Hypnosis    [ATTACK] + + 97. + Idiot    [ATTACK] + + 98. + Illusionary Attack    [ATTACK] + + 99. + Illusion Wall    [NEUTRAL] + + 100. + Interrupt    [SPECIAL] + + 101. + Invisible    [NEUTRAL/COUNTERACTION] + + 102. + It    [ATTACK] + + 103. + Jam Lock    [NEUTRAL] + + 104. + Janitor    [NEUTRAL] + + 105. + Killer Ooze    [NEUTRAL] + + 106. + Klutz    [TRAP] + + 107. + Large Rock    [ATTACK] + + 108. + Lifesaver    [NEUTRAL] + + 109. + Lightningblast    [ATTACK] + + 110. + Load Stone    [ATTACK] + + 111. + Lock In Place    [ATTACK] + + 112. + Mad Dash    [NEUTRAL] + + 113. + Magic Armor of Ares    [ARTIFACT] + + 114. + Master Key    [OBJECT] + + 115. + Medusa    [ATTACK] + + 116. + Mental Force    [ATTACK] + + 117. + Mental Swap    [ATTACK] + + 118. + Mist-Body    [NEUTRAL] + + 119. + Monster Bane    [ATTACK] + + 120. + Mundane    [ATTACK] + + 121. + Negate Neutral    [SPECIAL] + + 122. + No Spell    [ATTACK] + + 123. + Opportunity Fire    [SPECIAL] + + 124. + Pass The Buck    [NEUTRAL] + + 125. + Pass Through Wall    [NEUTRAL] + + 126. + Permawarp    [NEUTRAL] + + 127. + Pick Lock    + + 128. + Power Attack    [NEUTRAL] + + 129. + Power Battery    [ARTIFACT] + + 130. + Power Drain    [ATTACK] + + 131. + Power Run    [NEUTRAL] + + 132. + Powerstone    [OBJECT] + + 133. + Powerthrust    [ATTACK] + + 134. + Psychic Storm    [ATTACK] + + 135. + Public Funds    [NEUTRAL] + + 136. + Push Object    [NEUTRAL] + + 137. + Random Card    + + 138. + Reflection    [COUNTERACTION] + + 139. + Rejuvenation    [NEUTRAL] + + 140. + Relocate Sector    [NEUTRAL] + + 141. + Remove Curse    [NEUTRAL/COUNTERACTION] + + 142. + Remove Lock    [NEUTRAL] + + 143. + Reuse Spell    [NEUTRAL/COUNTERACTION] + + 144. + Reverse    [COUNTERACTION] + + 145. + Rewarp    [NEUTRAL] + + 146. + Richochet    [NEUTRAL] + + 147. + Ring of Power    [ARTIFACT] + + 148. + Rosebush    [NEUTRAL] + + 149. + Rotate Sector    [NEUTRAL] + + 150. + Safe    [NEUTRAL] + + 151. + Shadow    [NEUTRAL] + + 152. + Shadowstone    [OBJECT] + + 153. + Shatter    [NEUTRAL] + + 154. + Shield of Azpesdoze    [ARTIFACT] + + 155. + Shieldstone    [OBJECT] + + 156. + Shift Stick    [ATTACK] + + 157. + Shock Wave    [ATTACK] + + 158. + Shrink    [NEUTRAL] + + 159. + Slow    [ATTACK] + + 160. + Slow Death    [ATTACK] + + 161. + Soulstone    [OBJECT] + + 162. + Speed    [NEUTRAL] + + 163. + Speedstone    [OBJECT] + + 164. + Spell Stone    [OBJECT] + + 165. + Sticks And Stones    [ATTACK] + + 166. + Sticky Stick    [ATTACK] + + 167. + Stone Dead    [ATTACK] + + 168. + Stone To Water    [NEUTRAL] + + 169. + Strength    [NEUTRAL] + + 170. + Sucker    [ATTACK] + + 171. + Sudden Death    [ATTACK] + + 172. + Super-Dodge    [COUNTERACTION] + + 173. + Swap    [ATTACK] + + 174. + Swap Home Bases    [NEUTRAL] + + 175. + Swap Meet    [ATTACK] + + 176. + Swap Sectors    [NEUTRAL] + + 177. + Swarthmore's Enchantment    [NEUTRAL] + + 178. + Telepath    [ATTACK] + + 179. + Teleport    [NEUTRAL/COUNTERACTION] + + 180. + Teleport Amulet    [ARTIFACT] + + 181. + Teleport Creation    [NEUTRAL] + + 182. + Teleport Load    [OBJECT] + + 183. + Teleport Object    [NEUTRAL] + + 184. + Teleport Opponent    [ATTACK] + + 185. + Thief    [ATTACK] + + 186. + Thornbush    [NEUTRAL] + + 187. + Thought Steal    [ATTACK] + + 188. + Thumb Of God    [ATTACK] + + 189. + Time Warp    [NEUTRAL] + + 190. + Tiny Swap    [NEUTRAL] + + 191. + Trader    [NEUTRAL] + + 192. + Trap!    [TRAP] + + 193. + Ugly    [NEUTRAL] + + 194. + Vampire!    [NEUTRAL] + + 195. + Visionstone    [OBJECT] + + 196. + Walking Dead    [ATTACK] + + 197. + Wall Of Fire    [NEUTRAL/COUNTERACTION] + + 198. + Wall Of Fog    [NEUTRAL] + + 199. + Wall Of Glass    [NEUTRAL] + + 200. + Ward    [NEUTRAL] + + 201. + Warp Stick    [OBJECT] + + 202. + Waterbolt    [ATTACK] + + 203. + Waterwall    [NEUTRAL/COUNTERACTION] + + 204. + Weakness    [ATTACK] + + 205. + Werewolf    [NEUTRAL] + + 206. + Wings of Mercury    [ARTIFACT] + + 207. + Wizardblade    [ATTACK] + + 208. + X-Ray Vision    [NEUTRAL] + +Enjoy. + COUNTERACTION   + + ABSORB   + + Reduces any point damage done to you, up to three points. + Has no effect on duration-based spells. + + FAQ: + This is only for one attack, it does not work against 3 points of damage from multiple attacks in one turn. + + [  + MUST BE POINT-BASED ] + + [ EFFECTS EQUAL CURRENT-VALUE-OF-ATTACK  MINUS 3  ] + + [ ATTACKER NOT HURT ] + + COUNTERACTION   + + ABSORB SPELL   + + You can nullify and take into your hand one spell used + directly against you. Does not include NUMBER cards. Will work on other + COUNTERACTIONS. REFLECTION, FULL REFLECTION, FULL SHIELD have no effect + on this card. + + FAQ: + When played versus a REUSE SPELL, ABSORB SPELL takes priority, since it makes no sense doing + it the other way! Also ABSORB SPELL defeats a CARD ERASURE, as Counteractions take effect before + Attacks. ABSORB SPELL has no effect on objects or the spells they produce, + such as Magics Sticks, Magic Stones, and Artifacts. ABSORB SPELL will not work against ANTI-ANTI, + since ANTI-ANTI is not used against the player, but rather his spell. Yes, ABSORB SPELL will work + on FULL REFLECTION or REFLECTION, but not FULL SHIELD, as that is not used against you, but cast upon the player using it. + + [ ABSORB-SPELL ] + + ADD   + + You may add two NUMBER cards together for any single + action. + + FAQ: + Can you play a NUMBER card to add to your movement, then perform some action that gets you another NUMBER card, THEN play your ADD + with the new NUMBER card, adding it to the NUMBER card already played? No, you can't. When the ADD card is used, the NUMBER cards to be + added must be played together, immediately upon casting the ADD spell. + + [ NUMBER: NUMBER CARD PLAYED PLUS NUMBER CARD PLAYED ] + + NEUTRAL   + + ADRENALINE   + + Allows 2 attacks in one turn. Duration equals NUMBER + card played. Cast on yourself. + + FAQ: This lets you attack 2 times in a turn, it doesn't let you use objects twice in a turn when the particular object says that it can be used once a turn. + + See also: Survey: Slow and Adrenaline . + + [ TARGETS SELF ] + + [ DURATION EQUALS NUMBER CARD PLAYED ] + + [ ADRENALINE ] + + NEUTRAL   + + ALTER EGO   + + Create a stationary double of yourself in the square + you now occupy. It may use any of the spells in your hand, and you need + not be in its L.O.S. to do so. Permanent until destroyed. Any damage + done to it at all destroys it. + + See also: Blind & Alter ego and Alter Ego - Werewolf (Hypnosis) . + + [ TARGETS SPACE ] + + Creates a ALTER-EGO token. + + [ HIT-POINTS EQUALS 1  ] + + [ MOVEMENT EQUALS 0  ] + + Has special ability: + + [ ALTER-EGO ] + + NEUTRAL   + + ALTER REALITY   + + Take one of the unused boards, flip it over in a random + orientation, and replace the one on which your Wizard is standing. All + Wizards, treasures, and other tokens are moved onto the new board in + the same relative positions. Tokens overlaying real walls (such as WALL + OF FIRE) are removed. + + [ TARGETS SECTOR ] + + [ ALTER-REALITY ] + + ARTIFACT   + + AMBER PENDANT   + + Can cast a counteraction or neutral-duration type spell on this + pendant, and while you wear the pendant this spell will be reusable + or continuously active. Once a spell has been set on the Amber Pendant, + it may not be changed, even if the Pendant is transferred. Display + immediately. + + NEUTRAL   + + AMPLIFY   + + Doubles spell power of one point-based or duration-based + spell. Two AMPLIFY spells quadruple spell power when used together. + + FAQ: + With SLOW DEATH, it causes 2 pts. damage per turn. If AMPLIFY is used with SHIELDSTONE, SHADOWSTONE, + WIZARDBLADE, or other permanent objects, note that it only affects that object for one use of the + object, not permanently. AMPLIFY can be used with a 1 point spell (one without a NUMBER card) to make + it worth 2 points. AMPLIFY does not affect NUMBER cards going into POWER BATTERY, it only affects the + power as you use it to cast spells. + + See also: FIRE IMP , Can you amplify someone else's spell? and Giving Jolly a headache... . + + [  + MUST BE POINT-BASED + OR DURATION-BASED ] + + [ MODIFIER: MULTIPLY 2  ] + + NEUTRAL   + LOS   + + ANIMATE OBJECT   + + This spell makes a moveable, non-living object move + 2 spaces per turn at your command. LOS is required to cast the spell + on the object (but not to move it). It cannot climb or enter a space + already containing something. One point of damage to the object will + dissolve the enchantment. Thus, punching an animated Treasure dissolves + the spell (even though Treasures are not damageable). Duration permanent. + GLUE cancels. + + FAQ: + If this is on a TREASURE, and the treasure is on your home base, is it considered to be sitting on + your home base? Since this is an enchantment on the object, and not a creature that is carrying it, + then the answer is YES. + + See also: Giving Jolly a headache... and Janitor on Animated Treasure . + + [ TARGETS TOKEN + MUST BE OBJECT + OR TREASURE ] + + Creates a ANIMATE-OBJECT token. + + [ HIT-POINTS EQUALS 1  ] + + [ MOVEMENT EQUALS 2  ] + + COUNTERACTION   + + ANTI-ANTI   + + Nullifies any one spell that counteracts an attack spell + directly. Does not work against escape, such as SHRINK, TELEPORT, or + INVISIBLE. Will work against SHIELDSTONE. + + FAQ: + Will work against SHIELDSTONE, but not SOULSTONE. This will not work against Remove Curse, as Remove Curse does not counter the attack spell, but merely stops the ongoing effects of the spell. + + See also: ABSORB SPELL . + + [  + CANNOT BE INTRINSIC ] + + [ ANTI-ANTI ] + + NEUTRAL   + + AROUND THE CORNER   + + You may cast any line of sight spell around one corner + (up to 180 degrees) + + FAQ: + This is a spell cast on another spell. If such a spell is reflected, then the reflected spell will go back around the corner, since it still has AROUND THE CORNER cast on it. + + See also: ASTRAL PROJECTION , REFLECTION and VISIONSTONE . + + [  + MUST BE LOS ] + + [ MODIFIER: AROUND-THE-CORNER ] + + ARTIFACT   + + ARM OF THOR   + + Lets you carry 2 treasures. The catch is, you must role + a die at the beginning of each turn you carry the ARM OF THOR, or if + you pick it up. If you roll a one, take 4 points of magical hernia + damage, (as though you were attacked, thus counteractions will prevent + damage). Display immediately. + + NEUTRAL   + + ASTRAL PROJECTION   + + Cast any one of your LOS spells anywhere on the board. + This card accompanies the spell you are casting. Any REFLECTIONS to + any attack spell you might use have no effect on you. + + COMMENTARY: + Note that since the card says that REFLECTIONS have no effect on + you, that is the way we play it (unlike AROUND THE CORNER and VISIONSTONE). + + See also: AROUND THE CORNER , VISIONSTONE and The power of Vision Stone, XRay Vision, astral projection . + + [  + MUST BE LOS ] + + [ MODIFIER: ASTRAL-PROJECTION ] + + [ MODIFIER: COWARDS-ATTACK ] + + NEUTRAL   + + BIG MAN   + + Makes you so large that you fill up to corridor (but + gives you no extra life-points). Other players cannot pass you, cast + spells past you, punch you, or enter your square, nor can monsters. + You can push other players or monsters (in an adjacent square) down + the corridor ahead of you as you move (but not other objects). Can also + step over a PIT, TACKS, or KILLER OOZE, SHRINK will nullify it. Duration + equals NUMBER card played. + + FAQ: + Can be punched from an adjacent square, or attacked by MONSTERS from an adjacent square. If he steps over something, like a PIT or KILLER OOZE, it requires 2 movement points. If Big Man pushes someone to an + intersection, then the other player gets to decide which direction to go, if Big Man decides to push him further. Big Man will cancel Shrink. + + COMMENTARY: + The faq text is somewhat in conflict with the card description, which says that + a BIG MAN cannot be punched. We interpret this to mean that the BIG MAN + is immune from ordinary punches, but can still be damaged by FIGHTERSTONE + and similar attacks. + + See also: Big Man and immovable creatures , Big Man/Vampire and how it relates to New Card Classes , Big Man & Vampire! , Janitor on Animated Treasure and Trapped in a thorny prison (Big Man) . + + [ TARGETS SELF ] + + [ DURATION EQUALS NUMBER CARD PLAYED ] + + [ ENHANCE ] + + [ IMMOVABLE ] + + [ FILLS-SQUARE ] + + [ BLOCKS-LOS ] + + [ BLOCKS-PASSAGE ] + + [ PUSH-OPPONENTS ] + + [ STEP-OVER-THINGS-ON-FLOOR ] + + ATTACK   + LOS   + + BLASTER STICK   + + A magic wand that does 3 points of magical damage per + charge. Number of charges is determined before use by NUMBER card played. + After charges are used up, discard. Only one charge can be used per + turn, as with all magic sticks. + + [ OBJECT ] + + [ STICK ] + + [ CHARGES EQUALS NUMBER CARD PLAYED ] + + [ TARGETS TOKEN + MUST BE OPPONENT ] + + [ DAMAGE EQUALS 3 POINTS ] + + ATTACK   + LOS   + + BLIND   + + Blinds opponent, who must roll direction on D4 if attempting + to move, throw objects, or cast spells, except for spells he casts on + himself (e.g., BLUNT). Misdirected spells go intended distance. If movement + is attempted, bumping into a wall counts as one space of movement. Reroll + for each movement point. Duration equals NUMBER card. + + FAQ: + Even if you're BLIND, you can still move your MONSTERS okay, since they aren't LOS controls, anyway. + Also, non-LOS spells are not affected by your being blind. If you try to cast a spell on someone, if + it goes the right direction, then it hits him. If you cast a spell that was supposed to go 3 spaces + away, and you accidentally point it at the wall next to you instead, since the spell can't go the + intended distance, it dissipates. If you are trying to attack one player while you are BLIND and the + spell ends up going toward another player, it misses him. + + See also: DUST CLOUD , Visionstone while blinded and casting creation spells blindly . + + [ TARGETS TOKEN + MUST BE OPPONENT ] + + [ DURATION EQUALS NUMBER CARD PLAYED ] + + [ BLIND ] + + ATTACK   + LOS   + + BLINK   + + For the next NUMBER card worth of turns, the opponent + will teleport 1 to 4 spaces in a random direction (roll the die twice). + This occurs during your turn. If a BLINK takes opponent to SOLID STONE, + reroll distance, otherwise opponent is affected by contents of the destination + square. Can be cast on self as a counteraction to an LOS spell (the + spell would miss), but no NUMBER card can be played. + + COMMENTARY: + Note by the wording of the spell that Blink can only be used against magical damage. + Since blink is an escaping-type spell, we have always allowed it to work against + both physical and magical attacks. + + See also: TELEPORT . + + When used as Attack: + + [ TARGETS TOKEN + MUST BE OPPONENT ] + + [ DURATION EQUALS NUMBER CARD PLAYED ] + + [ BLINK ] + + When used as Counteraction: + + [ TARGETS SELF ] + + [  + CANNOT BE PHYSICAL ] + + [ ESCAPES-ATTACK ] + + [ BLINK ] + + OBJECT   + + BLOODSTONE   + + POWER: Lowers all damage done you by one point per attack + (will cancel SLOW DEATH). This card is permanent. Display when used. + + [ OBJECT ] + + [ STONE ] + + [  + MUST BE POINT-BASED ] + + [ REUSABLE ] + + [ EFFECTS EQUAL CURRENT-VALUE-OF-ATTACK  MINUS 1  ] + + [ ATTACKER NOT HURT ] + + COUNTERACTION   + + BLUNT   + + Reduces any damage done to you by 1/2. Round fractions + up. Works on point-based or duration-based spells, or physical damage. + + FAQ: + If you play two in a row, they act one after the other, they do not cancel the damage out entirely! + Thus, against a 5 point Fireball, the first would reduce damage to 3 points (2.5 rounded up), and the + second would reduce damage to 2 points (1.5 rounded up). + + [  + MUST BE POINT-BASED + OR DURATION-BASED ] + + [ EFFECTS EQUAL CURRENT-VALUE-OF-ATTACK  DIVIDED BY 2  ] + + [ ATTACKER NOT HURT ] + + TRAP   + + BOMB   + + KABOOM! You just set off a bomb. Tough luck. You, everyone, + and everything within 4 squares (not through walls...the blast will, + however, go around corners) take 3 points of physical damage. Display + this card immediately and redraw. + + COMMENTARY: I think that this is a 6th edition card. + + See also: DOOR-TO-DOOR , PERMAWARP and Super-Dodge and the "Bomb" Trap Card . + + [ TARGETS SPACE ] + + [ DAMAGE EQUALS 4 POINTS PHYSICAL ] + + NEUTRAL   + + BOOBYTRAP   + + Take three blank tokens and the boobytrap token, placing + each of them face down anywhere on the board. If a player moves over + the one boobytrapped token, he or she takes 4 points of physical damage. + Boobytrap is permanent until triggered. You, as the caster, may move + across the boobytrapped token without harm. Can also cast when BLINDED. + + [ TARGETS SPACE + MUST BE EMPTY ] + + [ TARGETS SPACE + MUST BE EMPTY ] + + [ TARGETS SPACE + MUST BE EMPTY ] + + [ TARGETS SPACE + MUST BE EMPTY ] + + Creates a BOOBYTRAP token. + + Has Attack: + + [ CREATOR-IMMUNE ] + + [ DAMAGE EQUALS 4 POINTS PHYSICAL ] + + ARTIFACT   + + BOOK OF INFINITE SPELLS   + + Draw 5 cards, use as desired, replenish at 1 per turn maximum. Cards + are not considered part of your hand. If any objects are drawn, discard and + redraw. Can use in combination with your card hand. Display immediately. + + ARTIFACT   + + BRAIN   + + No matter how many spells you use in a turn, fill your card-hand + at turn-end. Display immediately. + + ATTACK   + LOS   + + BRAIN DRAIN   + + This spell causes your opponent to lose a number of + random cards out of his hand equal to the NUMBER card played. If a Magic + Stone is lost, it is also discarded, not dropped on the board. A REFLECTION + would cause both players to lose 1/2 the NUMBER played (round up). + + [ TARGETS TOKEN + MUST BE OPPONENT ] + + [ BRAIN-DRAIN: NUMBER CARD PLAYED ] + + OBJECT   + + BRAINSTONE   + + POWER: Draw two more card, now. Hand limit is now nine + cards (including this card). This card is permanent. + Display when used. + + FAQ: + This has a loophole. If you drop it and pick it up, you get two new cards, then get to draw 2 more at the end of your turn. This is, so far, legal. + + COMMENTARY: + With the loophole, the brainstone is better than the spell stone. It is more + reasonable to close the loophole with a rule variant that you only get two new + cards when drawing the card, not when picking it up or stealing it. + + [ OBJECT ] + + [ STONE ] + + When first drawn: + + [ DRAW-CARDS: 2  ] + + When held: + + [ INCREASE-HAND-LIMIT: 2  ] + + NEUTRAL   + LOS   + + BUDDY   + + Opponent will not attack you unless you attack first. + This is permanent until you attack. + + FAQ: + Some people think this should be an ATTACK. If you want to play it that way, fine. + Some people also think it should be burned. Some play it as a duration card, so you could + do this as a house rule. In the next revision, it will just become an ATTACK. + + See also: Buddy as an attack and How buddy is your buddy? . + + [ TARGETS TOKEN + MUST BE OPPONENET ] + + [ BUDDY ] + + ATTACK   + LOS   + + BURDEN   + + For each Magic Stick, Magic Stone, Monster, or Artifact + carried by an opponent, he takes 1 point of damage due to the excessive + burden he has taken upon himself. If REFLECTED, you take damage based + on the items you control. + + See also: Damage: physical or magical? . + + [ TARGETS TOKEN + MUST BE OPPONENET ] + + [ DAMAGE EQUALS COUNT-STICKS-AND-STONES  ] + + ATTACK   + LOS   + + CARD ERASURE   + + Remove and discard any one card from opponent's hand. + You name which one. If opponent doesn't have it, this is still considered + your attack for the turn. + + See also: ABSORB SPELL . + + [ TARGETS TOKEN + MUST BE OPPONENET ] + + [ CARD-ERASURE ] + + ATTACK   + + CEASE-FIRE   + + No one may attack another player or monster for one + round of turns, nor monsters attack players. ABSORB SPELL may be used + by any player to counteract CEASE-FIRE; FULL SHIELD will allow only + the shielded player to attack. FULL REFLECTION by any player means that + only the caster of CEASE-FIRE cannot attack. + + See also: ABSORB SPELL . + + [ TARGETS EVERYONE ] + + [ DURATION EQUALS 1 TURN ] + + [ CAN-NOT-ATTACK ] + + ATTACK   + + CHAOS   + + Each player counts his or her cards, then everyone tosses + them in a pile and they are redistributed randomly, each player receiving + the same number that they started with. ABSORB SPELL will absorb CHAOS, + FULL SHIELD removes a player from participation. REFLECTIONS have no + effect. + + [ TARGETS EVERYONE ] + + [ CHAOS ] + + ARTIFACT   + + CLAW OF MARS   + + Lets you attack 3 times in a turn. Display immediately. + + COUNTERACTION   + + CLONE   + + If you die (from damage only, not from lost treasures), + play this card. A new "you" appears on your home base, with + 7 hit-points and no cards at all. All monsters you controlled disappear. + All duration spells that were in you cease. In all other ways, "death" + occurs as normal, per the rules. If killed during your own turn, you + may start moving and draw cards next turn. + + [  + MUST BE DYING ] + + [ CLONE ] + + NEUTRAL   + LOS   + + CONTROL CREATION   + + This spell allow the caster to permanently take over + control of any one created controlled creature which is presently under + someone else's control (an ANIMATE OBJECT is not a creature). This spell + cannot be counteracted (unless the Monster can carry a spell). + + COMMENTARY: + It seems like you should be able to REMOVE CURSE on CONTROL CREATION to get your creation back... + + See also: Remove Curse and Control Creation . + + [ TARGETS TOKEN ] + + [ CONTROL-CREATION ] + + ATTACK   + LOS   + + CREATE BIG BLACK BAT   + + Creates a bat under you command; moves at 10 spaces + per turn (during your tunr). If it enters a square with another player, + it bites for 1 point damage. It takes 2 points of damage to destroy + it. Can also pick up any one one-treasure item from the floor, which + ends its turn. Cannot use items. Can fly over obstacles on the floor + or through BUSHES. + + FAQ: + It can carry, but not use, objects, not even passive objects like AMBER PENDANT with a Counteraction. + Obviously a BAT with a BRAINSTONE can't draw cards. + + COMMENTARY: + Although the bat can fly, we do not grant it immunity from being punched, as the FLIGHT spell does. + + See also: FLIGHT , Can vampires fly? and Can you bop the bat? . + + [ TARGETS SPACE + MUST BE EMPTY ] + + Creates a BIG-BLACK-BAT token. + + [ HIT-POINTS EQUALS 2  ] + + [ MOVEMENT EQUALS 10  ] + + Has Attack: + + [ DAMAGE EQUALS 1 POINT ] + + Has special ability: + + [ CARRY-OBJECTS ] + + Has special ability: + + [ FLIGHT ] + + NEUTRAL   + LOS   + + CREATE DOOR   + + Creates a permanent, locked door in any stone wall or + corridor. If cast on an illusionary wall, it is under the illusion, + which must be seen through in order to use the door. + + See also: CREATE WALL and Giving Jolly a headache... . + + [ TARGETS EDGE ] + + Creates a DOOR token. + + [ HIT-POINTS EQUALS 15  ] + + [ BLOCKS-PASSAGE ] + + [ BLOCKS-LOS ] + + [ DOOR ] + + ATTACK   + LOS   + + CREATE FAMILIAR   + + Creates a cat with hit points equal to a NUMBER card + played. A familiar attacks for 2 points of physical damage, moves at + a speed of 4, and can carry one spell (face down), which you must choose + upon its creation, plus a NUMBER card, if required for the spell. The + familiar cannot cast its spell the turn created. You control movement. + When a familiar's spell is used up, it may not get another. + + FAQ: + It can carry a spell, not an object. + + See also: Create Familiar with Mental Swap . + + [ TARGETS SPACE + MUST BE EMPTY ] + + Creates a FAMILIAR token. + + [ HIT-POINTS EQUALS NUMBER CARD PLAYED ] + + [ MOVEMENT EQUALS 4  ] + + Has Attack: + + [ DAMAGE EQUALS 2 POINTS PHYSICAL ] + + Has special ability: + + [ CARRY-SPELL ] + + ATTACK   + LOS   + + CREATE GHOUL   + + Creates a ghoul, controlled by caster, which moves 3 + spaces per turn and starts with 5 life-points. It may do 2 points of + physical damage per turn (yours) with its claws, the ghoul's life-points + OR speed increases by 1. There is no limit to the number of life-points + or speed it can have. + + [ TARGETS SPACE + MUST BE EMPTY ] + + Creates a GHOUL token. + + [ HIT-POINTS EQUALS 5  ] + + [ MOVEMENT EQUALS 3  ] + + Has Attack: + + [ DAMAGE EQUALS 2 POINTS PHYSICAL ] + + Secondary effect:   + [ GAIN-MOVEMENT-OR-HEALTH ] + + NEUTRAL   + LOS   + + CREATE PIT   + + Create a square pit. To jump over, roll a D4. If you + roll a 1, you miss, fall in, and take 2 points damage. Roll a 1 or 2 + on later turns to climb out. Tales 1 whole turn to climb into a pit. + WATERWALL created within 2 spaces does 2 more points damage to the person + in the pit, but lifts him to the top of the pit. Water drains in 1 turn. + Can swim across pit using normal movement when filled. Doors adjacent + to a pit cannot be opened on that side. FILL SQUARE WITH STONE fills + a pit. Other objects can be created or left in a pit. + + FAQ: + Yes, you can drop objects in here, even while you are jumping over the PIT. No, contrary to what the card says, you can't create objects in or on or over the PIT, which eliminates all those bizarre questions about creating + SOLID STONE over a PIT and having it fall down, or making a WALL sideways over a PIT, and so on. TINY SWAP can't be used to do this either, as this would qualify as creating an object in a space where an object + already is, which is against the basic rules. FILL SQUARE WITH STONE cancels a PIT, and any objects inside the PIT at the time appear at the top, on the floor, so nothing gets "squashed". It takes a whole turn to + climb out of, as well as into, a PIT, and your movement would end adjacent to the PIT. You could still add NUMBER cards to your movement in such a case, though. You can jump diagonally across a PIT if it's at an + intersection, but it still takes 2 movement points to get across. A player outside and adjacent to the PIT has LOS into the PIT, but a player in the PIT has no LOS outside of the PIT (except in the very rare instance where + someone jumps or flies over and he uses an INTERRUPT to cast an attack...you get the idea). If a PUSH OBJECT is used to shove a treasure in on someone in a PIT, they take 2 points damage just as normal from a + PUSHED OBJECT. Climbing into a PIT, you must start the turn adjacent to the PIT, and may not perform any other actions while climbing. You could, if you like, just fall in and take the damage. Two or more adjacent PITS would just make + one long PIT. + + See also: FIRE IMP , Giving Jolly a headache... , Pit again and Damage: physical or magical? . + + [ TARGETS SPACE ] + + Creates a PIT token. + + Has Attack: + + [ RELIABILITY 25 % ] + + [ DAMAGE EQUALS 2 POINTS PHYSICAL ] + + Secondary effect:   + [ NO-FURTHER-MOVEMENT ] + + ATTACK   + LOS   + + CREATE SKELETON   + + Creates a skeleton under command of caster. Moves at + a rate of 3. Punches opponents for 2 points of damage while in same + square as opponent. Takes 4 points of physical damage to destroy + it, otherwise it is permanent. + + [ TARGETS SPACE + MUST BE EMPTY ] + + Creates a SKELETON token. + + [ HIT-POINTS EQUALS 4  ] + + [ MOVEMENT EQUALS 3  ] + + Has Attack: + + [ DAMAGE EQUALS 2 POINTS PHYSICAL ] + + Has Counteraction: + + [  + CANNOT BE PHYSICAL ] + + [ INTRINSIC ] + + [ ALL BLOCKED ] + + [ ATTACKER NOT HURT ] + + ATTACK   + LOS   + + CREATE SUB-WIZARD   + + This spell creates a sub-Wizard with a movement of 3, + life-points of 6, that can cast a 3 point mini-FIREBALL each turn. The + created Wizard cannot carry anything. Any damage caused by his FIREBALL + destroys all Magic Stones carried by opponent. + + [ TARGETS SPACE + MUST BE EMPTY ] + + Creates a SUBWIZARD token. + + [ HIT-POINTS EQUALS 6  ] + + [ MOVEMENT EQUALS 3  ] + + Has Attack: + + [ FIRE-BASED ] + + [ DAMAGE EQUALS 3 POINTS ] + + Secondary effect:   + [ DESTROYS-STONES ] + + ATTACK   + LOS   + + CREATE TROLL   + + This rock-hard beast can punch a player (or a wall, + etc.) for a D4 of damage. He moves at a rate of 3, controlled by creator. + Moves immediately before the creating player. Takes 6 points of damage + to destroy him, but at the end of each turn (the creator's turn) he + gets back one point. Cannot carry objects. + + FAQ: + No, he does not normally go above 6 life-points, unless he has some +other spell cast on him that allows this to happen. + + [ TARGETS SPACE + MUST BE EMPTY ] + + Creates a TROLL token. + + [ HIT-POINTS EQUALS 6  ] + + [ MOVEMENT EQUALS 3  ] + + Has Attack: + + [ DAMAGE EQUALS 1 - 4 PHYSICAL ] + + Has special ability: + + [ HEAL: 1  ] + + NEUTRAL   + LOS   + + CREATE WALL   + + Creates a section of permanent wall, one square long. + + FAQ: + This can NOT be created in the middle of a square, or diagonally across a square. + This is true of any wall. Obviously it cannot be created on top of a wall section + with a door or an illusionary wall, as this would constitute + creating an object on a space that already has an object in it. + + [ TARGETS EDGE ] + + Creates a WALL token. + + [ HIT-POINTS EQUALS 20  ] + + [ BLOCKS-PASSAGE ] + + [ BLOCKS-LOS ] + + ATTACK   + LOS   + + CREATE WRAITH   + + This spell creates a wraith that moves through 1 wall + or object per turn at will. If it enters the same square as a player + (touching him), that player takes 2 points of damage and loses a random + card. Wraith is killed by 4 points of damage. It is permanent and controlled + by caster, and moves 3 spaces per turn. REFLECTIONS used on the wraith's + touch will damage the wraith. + + FAQ: + Yes, he can be attacked physically, with a DAGGER, punch, etc. If all the damage from +his attack is stopped, the attacked Wizard still loses a card! + + COMMENTARY: + The FAQ is in conflict with the rule that states that secondary + effects are avoided if all of the damage from an attack is avoided; + we give precidence to the rules, and do NOT take a card away from + a wizard who FULL SHIELDS a wraith attack. + + See also: Please settle an argument about Wraith and Damage: physical or magical? . + + [ TARGETS SPACE + MUST BE EMPTY ] + + Creates a WRAITH token. + + [ HIT-POINTS EQUALS 4  ] + + [ MOVEMENT EQUALS 3  ] + + Has Attack: + + [ DAMAGE EQUALS 2 POINTS ] + + Secondary effect:   + [ LOSE-RANDOM-CARD ] + + Has special ability: + + [ PASS-THROUGH-WALL ] + + ATTACK   + LOS   + + CROSSBOW   + + This object, when fired at a Wizard, causes 3 points + of physical damage. The number of bolts in the CROSSBOW is equal to + the NUMBER card played on the first shot. + + [ OBJECT ] + + [ CHARGES EQUALS NUMBER CARD PLAYED ] + + [ TARGETS TOKEN + MUST BE OPPONENT ] + + [ DAMAGE EQUALS 3 POINTS PHYSICAL ] + + ARTIFACT   + + CRYSTAL BALL   + + Gives you line-of-sight to anywhere on the board, + up to a range determined by a NUMBER card played each time + CRYSTAL BALL is used (minimum range is always at least 1 space). + Reflections still affect caster. Display immediately. + + ATTACK   + LOS   + + CURSE OF THE LITTER BUG   + + This spell causes another player to take 2 points of + magical damage every time he drops or throws any item. Does not count + for items discarded to discard pile. If reflected, both players lose + 1 point for each item dropped. This effect is permanent. + + [ TARGETS TOKEN + MUST BE OPPONENT ] + + [ CURSE-OF-LITTER-BUG ] + + ATTACK   + LOS   + + CURSE OF THE MONSTER MUSK   + + Give this card to another player. All moving monsters + go toward him to attack him (and no one else), regardless of other player + demands. You move them during your turn. He can pass this card on to + any player in LOS during this turn (at which point he takes control + of Monster movement), but may not discard it. FULL REFLECTION or FULL + SHIELD will stop this card so that it can be discarded. This curse does + not count as a card in opponent's hand. + + [ TARGETS TOKEN ] + + [ CURSE-OF-MONSTER-MUSK ] + + ATTACK   + LOS   + + DAGGER   + + You may throw it. Does three points physical damage. + Cannot stab with it. Retrievable by anyone after it is thrown. + + See also: LARGE ROCK . + + [ OBJECT ] + + [ TARGETS TOKEN + MUST BE OPPONENT ] + + [ DAMAGE EQUALS 3 POINTS PHYSICAL ] + + NEUTRAL   + + DECOY   + + Produces a permanent double of yourself occupying the + same square then moving with you (there is no playing piece for DECOY) + Any attack against you has a 50% chance of striking you double. If the + double is hit, it disappears, or you can expend 2 life-points to retain + it when it is hit. + + See also: Protocols of play (Yet another ruling discussion) . + + [ TARGETS SELF ] + + [ DECOY ] + + Has Counteraction: + + [ INTRINSIC ] + + [ RELIABILITY 50 % ] + + [ ALL BLOCKED ] + + [ ATTACKER NOT HURT ] + + NEUTRAL   + + DEJA-VU   + + Allows you to go through the discard pile and retrieve + any one card. + + [ DEJA-VU ] + + ATTACK   + LOS   + + DEMOCRATIC MONSTER   + + A horribly ugly monster that all players get to move + (3 spaces per each player's turn). It does 2 points of clawing damage + per turn if it enters a player's square. Five points damage destroys + it. It may attack only one player per round of turns. Its movement begins + the turn it is created. + + COMMENTARY: + We allow the Democratic Monster one attack per controlling player's turn; + otherwise, if two wizards were locked in a closet with a Democratic Monster, + only one would get to attack with it, which wouldn't be very democratic. + However, we only allow the Democratic Monster to attack the same target + once in any round of turns; this prevents all of the wizards in a multi-player + game from ganging up on one hapless player who happens to be near the + Democratic Monster (which IS democratic, but hardly sporting). Also, if + a player willfully throws the Democratic Monster into a thornbush, or if + it loses a turn for any reason, it seems only fair that the Democratic Monster + should then be out of commission until the end of that same player's next + turn. + + [ TARGETS SPACE + MUST BE EMPTY ] + + Creates a DEMOCRATIC-MONSTER token. + + [ HIT-POINTS EQUALS 5  ] + + [ MOVEMENT EQUALS 3  ] + + Has Attack: + + [ DAMAGE EQUALS 2 POINTS PHYSICAL ] + + NEUTRAL   + LOS   + + DESTROY WALL   + + Completely crumbles one section of wall. Anyone in either + square next to the wall takes 4 points of physical damage (not considered + an attack). Will also destroy wall sections with doors. + + FAQ: + Works just fine on door-sections too. While ABSORB and BLUNT will work fine + against the damage from a falling wall, FULL SHIELD will not, since it is not + a magical attack. + + See also: MIST-BODY and Destroying Walls . + + [ TARGETS EDGE + CANNOT BE EMPTY ] + + [ DESTROY-WALL ] + + ATTACK   + + DISEASE   + + You're the carrier! The disease caused by this spell + does not affect you, only others. If you enter a square with another + player (or players), each takes 3 points physical damage from the disease. + Disease is short-lived, you must infect a player every turn for it to + do any damage. Duration that you are the carrier equals NUMBER card + played. REFLECTIONS have no effect against its physical damage. AMPLIFY+DISEASE + only doubles duration, not the strength of the spell. + + FAQ: + The instructions on this one are confusing even to me. The sentence that says "Disease is short-lived, you must infect a player every turn for it to do any damage" can easily be misinterpreted. If you walk into a space + with another player while the spell is active, they take damage. They do not "catch" the disease", thus the disease is short-lived. If you want the player to take more damage from DISEASE, you enter his square again on + a following turn (or remain in the same square if he does not move). There's some question as to whether the casting of the spell is an ATTACK, or whether it is entering a square with another player that is the ATTACK. + Entering another player's square constitutes the ATTACK, not casting the spell. This card violates the rule (somewhat) that you can't attack more than once in a turn, since you can clearly infect more than one person, as + the card says. That's okay, it's supposed to be that way. By this logic, a person with BUDDY cast on him, and DISEASE, cannot infect his BUDDY, that is, cannot enter his space. Also, entering one player's space + multiple times in one turn does NOT cause extra damage, the damage can only be inflicted to a single player once in a turn. + + See also: Empathy and Disease Revisited and Super-Dodge and the "Bomb" Trap Card (Disease) . + + [ TARGETS SELF ] + + [ DURATION EQUALS NUMBER CARD PLAYED ] + + [ DISEASE ] + + Has special ability: + + [ DAMAGE EQUALS 3 POINTS PHYSICAL ] + + NEUTRAL   + + DISGUISE MAGIC   + + Cast with any one attack spell, which is then played + face-down, along with any necessary accompanying cards (NUMBER, AMPLIFY, + etc.) Your target must play any counteraction before finding out what + your attack spell is. Inappropriate counterspells have no effect, and + are discarded. No other counteractions may be taken against this spell. + + See also: Protocols of play (Yet another ruling discussion) . + + [  + CANNOT BE PHYSICAL ] + + [ MODIFIER: DISGUISE-MAGIC ] + + NEUTRAL   + LOS   + + DISPEL CREATION   + + This spell un-creates any created object or creature. + (A destroyed wall is not considered a created object. However, a pit + is). If a SLIME is dispelled, any spells trapped in it disappear. If + a PIT is dispelled, any objects that were in it appear at floor level. + + FAQ: + This has references to Expansion #1 cards, which, if you have the basic set without the + expansion, you have to ignore. The reason for this is, DISPEL CREATION used to only be in + the Expansion...it was considered a good idea to put one in the basic set, but unfortunately, + it did not get edited to accomodate this move. + + [ TARGETS TOKEN ] + + [ DISPEL-CREATION ] + + NEUTRAL   + LOS   + + DOOR-TO-DOOR   + + Two doorway become connected to each other. Take the + 2 door-to-door tokens and place them on existing doors. The "A" + side of one door now connects to the "A" side of the other, + and the "B" connects to "B". You may open the doors + once as you cast this spell. Destroying or permanently unlocking a door + ends this spell which is otherwise permanent. + + FAQ: + The range of area-of-effect spells such as FEAR counts up to where one side of the door is, then finishes counting at the other end of the warp. + + See also: Door-To-Door + Exploding Door and Giving Jolly a headache... . + + [ TARGETS EDGE + MUST BE DOOR ] + + [ TARGETS EDGE + MUST BE DOOR ] + + Creates a DOOR-TO-DOOR token. + + [ ORIENTATIONS EQUALS 2  ] + + [ HIT-POINTS EQUALS 15  ] + + [ BLOCKS-PASSAGE ] + + [ BLOCKS-LOS ] + + [ DOOR ] + + COUNTERACTION   + + DOUBLE BACK   + + Fully reflects and doubles the power (point or duration + only) of any spell cast against you. Has no effect on spells which are + not point or duration spells. + + [  + MUST BE POINT-BASED + OR DURATION-BASED ] + + [  + CANNOT BE PHYSICAL ] + + [ ALL BLOCKED ] + + [ ATTACKER RECEIVES EFFECTS EQUAL TO CURRENT-VALUE-OF-ATTACK  TIMES 2  ] + + NEUTRAL   + + DOUBLE BARREL   + + Play with any point or duration based attack; opponent + takes damage as if hit by two separate self-strength spells (round odd + numbers up). The two attacks must be counteracted separately, if counteracted. + + FAQ: + Should say "half-strength attacks", not "half-strength spells", thus a physical attack would work also. + + [  + MUST BE POINT-BASED + OR DURATION-BASED ] + + [  + CANNOT BE PHYSICAL ] + + [ MODIFIER: DOUBLE-BARREL ] + + NEUTRAL   + LOS   + + DRAG   + + Drags any moveable object within L.O.S. towards you + until it tuns into a fixes object (such as a wall) or arrives in you + square. This does not function on walls, bushes, items held by another + player, or a player with LOCK IN PLACE cast on him. + + FAQ: + This will work on Wizards and MONSTERS just fine. It will also work with AROUND THE CORNER. + + [ TARGETS TOKEN + MUST BE IMMOBILE ] + + ATTACK   + LOS   + + DROP OBJECT   + + Opponent drops any one object you specify + + [ TARGETS TOKEN ] + + [ DROP-OBJECT ] + + NEUTRAL   + LOS   + + DUST CLOUD   + + A permanent magical cloud of dust that obscures a square + space. If a player enters it, he must roll a D4 (each number signifying + a direction) to see where he went (or if a spell is cast, where the + spell went). Bumping into a wall counts as 1 space of movement. Roll + once for every space of movement attempted. L.O.S. spells will not pass + through DUST CLOUD, nor will VISIONSTONE. + + FAQ: + This will work on players or monsters. If someone tries to physically attack someone else in a + DUST CLOUD, they must roll the die to see if they hit (a 1 in 4 chance). Since DUST CLOUD blocks + LOS, an LOS spell cannot be cast upon a player in DUST CLOUD, or by a player who is in a DUST CLOUD. + Spells cast upon oneself still work fine, though, and no roll is required. + + See also: Dust Cloud and Pick Lock and Trapped in a thorny prison . + + [ TARGETS SPACE ] + + Creates a DUST-CLOUD token. + + [ BLOCKS-LOS ] + + [ FILLS-SQUARE ] + + [ REACHES-CEILING ] + + COUNTERACTION   + + EMPATHY   + + Any attack done in any form against you acts against + both you and the caster of the spell. Duration equals NUMBER card played, + starting in player's turn in which it is cast. + + FAQ: + If used as a Counteraction, the duration of the spell starts when cast and ends at the beginning of one of the turns of the player that attacked you. If used against CHAOS, it is quite ineffective, since it does what CHAOS + does anyway. This will not work against an already-active spell, just new ones. + + See also: Empathy and Disease Revisited and Remove Curse and Control Creation (Empathy) . + + [ TARGETS SELF ] + + [ DURATION EQUALS NUMBER CARD PLAYED ] + + [ EMPATHY ] + + Has Counteraction: + + [ INTRINSIC ] + + [ NO PROTECTION ] + + [ ATTACKER RECEIVES FULL-STRENGTH ] + + ARTIFACT   + + EVIL EYE   + + This pendant gives you the power to inflict + 2 points of damage by merely looking at someone in your + LOS. Can use once per turn, and it counts as your + attack for the turn. Display immediately. + + NEUTRAL   + LOS   + + EXPLODING DOOR   + + The door explodes into a million splinters away from + the side on which you stand, doing 3 points of physical damage to anyone + or anything (excluding walls) within LOS of the door on the other side. + An open passage is left where the door used to be. If cast on a SAFE, + only the SAFE gets destroyed and its contents do not. + + See also: Door-To-Door + Exploding Door and Giving Jolly a headache... . + + [ TARGETS EDGE + MUST BE DOOR ] + + ATTACK   + LOS   + + EXPLODING ENERGY   + + This spell causes any magical energy retained by your + opponent (that is, any NUMBER cards he carries in his hand) to suddenly + explode in a burst of light from his body. Add up his NUMBER cards + and discard them. He take 1/2 of this total number in magical sunburn + damage. Ignore effects of POWERSTONE if opponent carries it. Has no + effect on POWER BATTERY. If REFLECTED, both players lose NUMBER cards + and take 1/4 damage (round up). + + [ TARGETS TOKEN + MUST BE OPPONENT ] + + [ DAMAGE EQUALS VALUE-OF-ALL-NUMBER-CARDS  DIVIDED BY 2  ] + + [ EXPLODING-ENERGY ] + + NEUTRAL   + + EXTEND   + + Doubles the length of duration-based spells. Will also + work with AMPLIFY. Must be used when spell is cast. + + FAQ: + Does not work on already-active spells. + + [  + MUST BE DURATION-BASED ] + + [ MODIFIER: MULTIPLY 2  ] + + ARTIFACT   + + EYE OF THE BEHOLDER   + + Allows the caster to cast a LOS spell through another + wizard's LOS (including Visionstone if either player has it). + Counteractions that reflect hit the Wizard whose LOS is being + used and not you. Cannot use EYE to attack the + Wizard whose sight you are using. Display immediately. + + ARTIFACT   + + EYE OF CLAREMONT   + + Gives you power to look at any one player's card hand + once per turn during your turn. Does not include spells hidden in + BOOK OF SPELLS. Display immeidately. + + NEUTRAL   + + FEAR   + + When you cast this spell on yourself, no player or monster + will move to within 3 spaces of you, even if walls separate you. Players + or monsters must move away from you on their turn if within range, if + they can (unless normally immobile, like FIRE IMP, or if at a dead end), + even if the only option is to use a card or run into a dangerous obstacle + to escape. Opponent chooses direction to run when options exist, as + long as it is not toward you! Duration equals NUMBER card played. + + FAQ: + If a player plays GO AWAY on someone where that person would have to move into FEAR'S radius, treat it as though the player ran into a dead end. FEAR wins. Since FEAR is cast on your SELF, it is not + Counteractible. FEAR even scares your own MONSTERS off. FEAR also takes priority over someone who is UGLY. The 3 spaces away is measured as a Wizards walks (if he could walk through walls), not diagonally. + FEAR doesn't affect other players until their own turns, but technically it becomes active the moment it is cast. This is unlike UGLY, which takes place instantly and forces other players to move away from you during + your turn. With FEAR, they have to use their own movement on their own turn to move away from you. During your own turn, you could move back into range with them, which would once again force them, on their own + turn, to try to move away from you. + If an opponent cannot move away from you but owns a card that would allow him to do so (like Pass Through Wall or Teleport) he must use it to escape. + + See also: DOOR-TO-DOOR , PERMAWARP and UGLY . + + [ TARGETS SELF ] + + [ DURATION EQUALS NUMBER CARD PLAYED ] + + [ FEAR ] + + COUNTERACTION   + + FEATHERWEIGHT   + + This spell is cast on yourself. All damage to you moves + you back 1 space per point instead of doing damage. Duration equals + NUMBER card played. In case of multiple directions possible for movement, + you choose which way you will go. You can also go around corners. In + the case of being stuck in a dead end, you take damage. + + COMMENTARY: We play this spell as a one-turn-only counteraction; you cannot use a number card with it, but it protects you from all damage (unless trapped) for one turn. + + See also: Fireball, Sticky Stick and Featherwieght , Featherwieght and Damage: physical or magical? . + + [ DURATION EQUALS NUMBER CARD PLAYED ] + + [ FEATHERWEIGHT ] + + ATTACK   + + FIGHTERSTONE   + + POWER: This magical stone allows you to do 1 to 4 points + of damage with a punch (roll the die). Display immediately. + + [ OBJECT ] + + [ STONE ] + + [ DISPLAY-IMMEDIATELY ] + + [ TARGETS TOKEN + MUST BE OPPONENT ] + + [ DAMAGE EQUALS 1 - 4 PHYSICAL ] + + NEUTRAL   + + FILL `ER UP   + + Caster may draw enough new cards to fill his hand. This + does not end your turn. + + [ FILL-ER-UP ] + + NEUTRAL   + LOS   + + FILL SQUARE WITH SLIME   + + Fills an entire square with a cube of lime-flavored + gel. Any pushing their way through end their turn upon entering and + may not leave until the next turn (monsters, too). Spells cast at the + slime get stuck there, and affect anyone in the slime or entering it + later on (spells "go off" only once). Counteractions against + "trapped" attacks do not affect the caster of the attack. + A 5 point WATERBOLT will wash it away, or a WATERWALL. There is no L.O.S. + through it. + + FAQ: + Sure, you can leave items in SLIME, but you can't teleport someone there or create something else inside, like a MONSTER, or leave a creation spell trapped inside. This is per the rule that you can't create an object in a + space where there is already an object. HANDFUL OF TACKS would work just fine in SLIME, as it isn't a spell. Only water will damage the SLIME, so other attacks are useless. Spells stuck in SLIME only go off once, + the first time someone walks into the SLIME. SLIME is a big cube filling the corridor, and offers no LOS, nor can it be flown over. + What works in a SLIME? Some folks have trouble deciding what would + go well in a slime. Try a FIREBALL, or LIGHTNINGBLAST, or SLOW DEATH, or + SUDDEN DEATH. You get the idea. After a player sets off the spell, it only + affects him, later players entering the SLIME are not affected by the + spells which have already been set off. + + See also: Trapped in a thorny prison . + + [ TARGETS SPACE ] + + Creates a SLIME token. + + [ HIT-POINTS EQUALS 5  ] + + [ BLOCKS-LOS ] + + [ FILLS-SQUARE ] + + [ REACHES-CEILING ] + + [ LIME-FLAVORED ] + + Has Attack: + + [ TURN-ENDS ] + + Has Counteraction: + + [  + CANNOT BE WATER-BASED ] + + [  + CANNOT BE PHYSICAL ] + + [ TRAPS-SPELLS ] + + Has Counteraction: + + [  + MUST BE PHYSICAL ] + + [ INTRINSIC ] + + [ ALL BLOCKED ] + + [ ATTACKER NOT HURT ] + + NEUTRAL   + LOS   + + FILL SQUARE WITH STONE   + + Fills one square with impenetrable stone. Can only be + used on empty squares. Can't be cast on home bases. This not a wall, + so no "wall" associated spells will affect it. + + [ TARGETS SPACE ] + + Creates a SOLID-STONE token. + + [ BLOCKS-LOS ] + + [ FILLS-SQUARE ] + + [ REACHES-CEILING ] + + [ BLOCKS-PASSAGE ] + + ATTACK   + LOS   + + FIRE IMP   + + Creates a floating, stationary fire imp that shoots + anybody coming within L.O.S. with 2 points of magical fire-damage + (once per turn per player in L.O.S.). This happens the moment + a player enters L.O.S. with the imp, or is in L.O.S. at the start of + that player's turn. The imp will attack his creator if he can (but not + on the turn created). Imp is permanent, but any WATERBOLT or WATERWALL + will destroy it. Imp cannot see through a FIREWALL! + + FAQ: + Will attack MONSTERS as well as players. If put in line of sight with a KILLER OOZE, it will shoot it every turn until 5 points have accumulated on it and killed it. + If the FIRE IMP hits you with his attack during your turn, you can only use a COUNTERACTION against it, even though it is during your turn. You might look at it as though the + IMP is taking a turn within your turn. What he shoots at you, technically, is a spell, and does magical damage, thus may be COUNTERACTED like a spell. You cannot AMPLIFY, + then REVERSE the damage done to you, as AMPLIFY is a NEUTRAL and may not be used to aid in COUNTERACTING the damage. + No, you can't create a FIRE IMP over a PIT. That consititutes creating an object in an occupied space, which is against the rules (the PIT occupies the space). + + COMMENTARY: + Note that the text of the PIT card says that you can create objects in the PIT, but the FAQ + entry for the FIRE IMP says that you cannot create objects in a space already occupied by + the PIT. + + See also: CREATE PIT , MONSTER BANE and Damage: physical or magical? . + + [ TARGETS SPACE + MUST BE EMPTY ] + + Creates a FIRE-IMP token. + + [ HIT-POINTS EQUALS 1  ] + + [ MOVEMENT EQUALS 0  ] + + Has Attack: + + [ FIRE-BASED ] + + [ DAMAGE EQUALS 2 POINTS ] + + Has Counteraction: + + [  + CANNOT BE WATER-BASED ] + + [ INTRINSIC ] + + [ ALL BLOCKED ] + + [ ATTACKER NOT HURT ] + + ATTACK   + LOS   + + FIREBALL   + + Does five points of magical damage and destroys all + magical stones an opponent is carrying, if any of the points get through. + + [ TARGETS TOKEN + MUST BE OPPONENT ] + + [ FIRE-BASED ] + + [ DAMAGE EQUALS 5 POINTS ] + + Secondary effect:   + [ DESTROYS-STONES ] + + ATTACK   + LOS   + + FIREFLY STICK   + + This magic stick can create 1 flying firefly per turn + (up to the NUMBER card played with it) which will do 1 point of magical + fire damage each to anyone they touch during your turn. Each firefly + move 5 spaces per turn at your command. Each may go different directions + and attack once per turn (during yours). Any damage will destroy them. + WATERBOLT will destroy all in its path. WATERWALL has no effect of them. + Movement starts in any LOS square. If another player takes possession + of the stick, you still maintain control of the fireflies you created. + + [ OBJECT ] + + [ STICK ] + + [ CHARGES EQUALS NUMBER CARD PLAYED ] + + [ TARGETS SPACE + MUST BE EMPTY ] + + Creates a FIREFLY token. + + [ HIT-POINTS EQUALS 1  ] + + [ MOVEMENT EQUALS 5  ] + + Has Attack: + + [ FIRE-BASED ] + + [ DAMAGE EQUALS 1 POINT ] + + Has special ability: + + [ FLIGHT ] + + TRAP   + + FIT OF FRENZY   + + Lose you temper. Drop any treasure you may be carrying + and go attack someone, now. You may not pick anything up during this + period. After that, you may return to normal and do as you wish. This + also cancels BUDDY, of you are under its effect. + + [ FIT-OF-FRENZY ] + + NEUTRAL   + + FLAME ON   + + This spell allows you to burst into flame. Each turn, + starting the turn you cast it, you take 2 points of damage (not counteractible), + but you can cast a small Fireball (4 pts. damage) every turn and are + immune to any Fire damage. You may "flame-off" any time you + wish. WATERBOLT or WATERWALL will extinguish you. + + [ TARGETS SELF ] + + [ VOLITIONAL ] + + [ FLAME-ON ] + + NEUTRAL   + + FLIGHT   + + This spell allows you to fly over Pits, Slime, Tacks, + or over walking monsters and other players, keeping out of their reach + (unless they can fly). You still remain in their LOS while flying near + others. WATERWALL has no effect on you. At turn end it is assumed you + are flying unless you state otherwise, even if you have just picked + up an item (like a Treasure). Duration equals NUMBER card played. REMOVE + CURSE, if cast on you, will make you fall for 1 to 4 points of damage + (roll the die). + + COMMENTARY: + Although the card text says that you can fly over SLIME, that doesn't + actually make sense, as FILL SQUARE WITH SLIME clearly fills the entire + square and therefore cannot be flown over. It seems reasonably clear + that the card intended to say ooze, not slime, and we have ammended + our copy appropriately. + + [ TARGETS SELF ] + + [ DURATION EQUALS NUMBER CARD PLAYED ] + + [ FLIGHT ] + + [ EVADE-TOUCH ] + + ARTIFACT   + + FORCE OF THE JET-EYE   + + A jet-black cat's eye pendant that allows you + to move one player one space in any direction during your + turn. This is considered an attack. Display immediately. + + COUNTERACTION   + + FULL REFLECTION   + + Opponent's spell, if cast upon you, is reflected back + on him. + + [  + CANNOT BE PHYSICAL ] + + [ ALL BLOCKED ] + + [ ATTACKER RECEIVES FULL-STRENGTH ] + + [ FULL-REFLECTION ] + + COUNTERACTION   + + FULL SHIELD   + + Stops any spell attack. Does not stop any physical attack. + Will stop WIZARDBLADE for only one attack. + + See also: ABSORB SPELL . + + [  + CANNOT BE PHYSICAL ] + + [ ALL BLOCKED ] + + [ ATTACKER NOT HURT ] + + [ FULL-SHIELD ] + + ATTACK   + LOS   + + GEAS   + + May be cast on any monster. If the monster can move, + then it will move back to its creator (you move) using its normal movement. + It will then attack its creator every turn until dead. For GEAS and + CONTROL CREATION, whichever is cast last takes precedence. + + [ TARGETS TOKEN + MUST BE MONSTER ] + + [ GEAS ] + + ATTACK   + LOS   + + GHOST   + + Cast on self or opponent, turns you into a ghost for + a number of turns equal to the NUMBER card played. You can walk through + anything without damage. But when cast, you drop all the objects you + are carrying and cannot carry any while a Ghost. Can still cast spells. + Can still attack and be attacked, but physical damage has no effect + on you. Neutral if cast on self, attack if cast on others. Objects drawn + while you are a GHOST get discarded. + + When used as Neutral: + + [ TARGETS SELF ] + + [ DURATION EQUALS NUMBER CARD PLAYED ] + + [ GHOST ] + + Has Counteraction: + + [  + MUST BE PHYSICAL ] + + [ ALL BLOCKED ] + + [ ATTACKER NOT HURT ] + + When used as Attack: + + [ TARGETS TOKEN ] + + [ DURATION EQUALS NUMBER CARD PLAYED ] + + [ GHOST ] + + Has Counteraction: + + [  + MUST BE PHYSICAL ] + + [ ALL BLOCKED ] + + [ ATTACKER NOT HURT ] + + TRAP   + + GIFT FROM BELOW   + + Sorry, bud. You lose 3 points to magical damage, now. + Play this immediately on yourself, then discard and redraw. Discard + without any damage taken if this is dealt on the first turn. + + FAQ: + Sure, you can use counteractions on this. Even reflections will work, although no opponent will take any damage. + + See also: Absorb Spell . + + [ DAMAGE EQUALS 3 POINTS ] + + INSTANT   + + GIFT FROM GOD   + + Add 3 points to your total, now. You may go higher than + 15 points. + + [ HEAL: 3  ] + + NEUTRAL   + LOS   + + GLUE   + + This spell keeps an object in place for a duration equal + to twice the NUMBER card played, making it impossible for any other + player to pick it up. Spell does not work on humans or monsters. + + See also: Damage: physical or magical? . + + [ TARGETS TOKEN + MUST BE OBJECT + OR TREASURE ] + + [ DURATION EQUALS 2  TIMES NUMBER CARD PLAYED ] + + [ GLUE ] + + ATTACK   + LOS   + + GO AWAY   + + Opponent must move away a number of spaces equal to + the NUMBER card played, as straight as possible. Roll D4 for random + direction, if necessary. Opponent also loses turn. + + [ TARGETS TOKEN + MUST BE OPPONENT ] + + [ GO-AWAY ] + + Secondary effect:   + [ LOSE-TURN ] + + OBJECT   + + HANDFUL OF TACKS   + + Not a spell. Fills one square with tacks. A player will + take 3 points of damage if crossing them, or must use two turns (starting + the turn a player come up adjacent to them) to sweep hem up and reuse + them later (or discard them). WATERWALL washed then away. + + FAQ: + These work just fine on MONSTERS, too, as do other hazards. If a player chooses to pick up the tacks, they cannot perform other actions during their turn of picking them up, + although they can break the process of picking up the tacks into 2 separate isolated turns. They can, of course, draw cards during these turns. If a player dumps the tacks into a + space where someone is already standing, then that player takes no damage as he leaves the space where the tacks are. The next version of this card will say "entering the + space" instead of "crossing the space". + + See also: Damage: physical or magical? . + + [ OBJECT ] + + [ PHYSICAL ] + + NEUTRAL   + LOS   + + HARD CELL   + + This spell allows you to add 3 charges to any one magic + stick having at least 1 charge left, or extend any active duration spell + 2 turns. + + When used as Neutral: + + [ TARGETS TOKEN ] + + [ ADD-CHARGES: 3  ] + + When used as Neutral: + + [ TARGETS ENCHANTMENT ] + + [ INCREASE-DURATION: 2  ] + + OBJECT   + + HEALTH STONE   + + POWER: Any turn in which you do not move, this magic + stone allows you to recover 2 life points, up to a maximum of your starting + life points (15). This card is permanent. + + [ OBJECT ] + + [ STONE ] + + [ DISPLAY-IMMEDIATELY ] + + [ CANNOT-HAVE-MOVED  ] + + [ HEAL ] + + ATTACK   + LOS   + + HEAVE-HO   + + This spell lets you throw a carried treasure at someone + or something (including an empty space). Physical damage equals the + number of spaces thrown. The spell is actually cast on yourself, so + REFLECTION won't work with it. If thrown diagonally, measure the distance + as the number of spaces a player would move. The attack is physical + and not a spell. + + FAQ: + In the very rare occurence of a passage-loop, where HEAVE-HO would travel forever, we've limited it to a maximum of 10 spaces. AROUND THE CORNER has no effect on + HEAVE-HO, as HEAVE-HO is cast on yourself, not on the treasure. In the example below, where the "x's" represent Wizards, HEAVE-HO does 3 points of damage, which are + counted as spaces as the Wizard walks. + + [ TARGETS TOKEN + MUST BE OPPONENT ] + + [  + MUST BE CARRYING TREASURE ] + + [ DAMAGE EQUALS DISTANCE-TO-TARGET  PHYSICAL ] + + [ MOVE-TREASURE-TO-TARGET ] + + ATTACK   + LOS   + + HOTFOOT   + + Opponent's feet become magically hot, causing him 1 + point of damage for every square less than 4 he moves during his turns + (that is, if he moves 3 spaces in a turn, he take 1 pt. of damage). + Duration equals NUMBER card played. + + [ TARGETS TOKEN + MUST BE OPPONENT ] + + [ DURATION EQUALS NUMBER CARD PLAYED ] + + [ HOTFOOT: 4  ] + + NEUTRAL   + + HOWLING VACUUM   + + Anything moveable in the sector you are in moves one + space closer to you. "Closer" means toward you as a Wizard + would walk along the shortest path possible. If there are 2 paths of + equal distance, then the object or person or monster does not move. + Bushes and Slime block the air flow. + + FAQ: + This has no effect on a PERMAWARP if the other end of the warp is in another sector. If it is in the same sector, passage through the warp can, if possible, be counted as "the + shortest path possible" to the wizard casting the spell. An opponent WILL be pulled through a WALL OF FIRE, if that is the shortest route, or a DUST CLOUD, or a WALL OF + FOG, etc. However, an opponent will NOT be pulled out of a PIT! + + [ TARGETS TOKEN + CANNOT BE IMMOVABLE ] + + [ HOWLING-VACUUM ] + + ATTACK   + LOS   + + HYPNOSIS   + + Allows you to completely control all the actions of + any one opponent for his entire turn (when it starts). However, you + may use (or discard) no more than 3 of his cards and may not make him + attack himself or damage himself (like walking through a FIREWALL). + + FAQ: + Yes, this means you don't have to draw cards for your opponent at the end of his turn. If REFLECTED, both players can control each other for their next turns. This spell lasts a + player's turn, so is in essence a duration spell. If you cast Hypnosis on a Monster, you control the monster's *actions*, you do not take control of the monster. This is an important + distinction for use upon Alter Ego, where the monster's controller's spells are used. Thus, the normal owner's spells are used up, not the ones belonging to the caster of Hynosis. + + COMMENTARY: + We have removed this spell from play. + + See also: Alter Ego - Werewolf (Hypnosis) and Hypnotizing an Alter Ego . + + [ TARGETS TOKEN + MUST BE OPPONENT ] + + [ DURATION EQUALS 1 TURN ] + + [ HYPNOSIS ] + + ATTACK   + LOS   + + IDIOT   + + Opponent heads straight for the nearest of his own treasures, + during his own turns. He can do nothing else but cast Counteraction + spells if needed. This lasts until opponent is on his own treasure, + saying "What am I doing here?". Then he may move normally. + In case of REFLECTION, both players are affected, as this is in essence + a duration-type spell. This spell ends if both opponent's treasures + are currently being carried. + + FAQ: + "What am I doing here" is a joke. You don't really have to say it. It's also the IDIOT'S choice as to whether he takes a short path through a WALL OF FIRE (for example), or a + long path around it. He can avoid obstacles. + If you happen to already be carrying one of your treasures when you are hit with this spell, it has no effect on you. + What is meant by "nothing can be done" is that all your effort must be directed to getting to your nearest treasure. This still allows you to cast and draw spells if they help you in + your goal, but it does not allow you to attack players or pick up other items, such as opponents' treasures. You could, however, destroy a wall if your nearest treasure is behind it. + + COMMENTARY: + More reasonable: opponent drops any treasure carried and cannot + carry treasures until he is on his own treasure. As worded, many ambiguous + situations can result, and there are different interpretations about what a + wizard must or must not do in certain situations. + + See also: Idiot . + + [ TARGETS TOKEN + MUST BE OPPONENT ] + + [ IDIOT ] + + ATTACK   + + ILLUSIONARY ATTACK   + + Cast an illusionary attack spell of your choice. The + other player has a 50% chance (1 or 2 on the D4) of believing the spell + to be real. If so, he takes damage from the spell. If the attack spell + requires a NUMBER card, then one must e provided. If the attack normally + requires L.O.S., so does the illusion. Only players and monsters are + affected, not objects. + + FAQ: + Yep, you can use this to create a monster, or Swap, or Power Drain, even. Each opponent affected has a 50% chance to believe in it; in the case of a monster, each opponent rolls + separately, the monster does not disappear just because one player doesn't believe in it. + + COMMENTARY: + We do not allow Illusionary monsters. + + See also: Giving Jolly a headache... (Disallows illusionary monsters) . + + [ ILLUSIONARY-ATTACK ] + + NEUTRAL   + LOS   + + ILLUSION WALL   + + Creates a fake wall, one square long. Each opponent + has on 50% chance to see that it is fake, when they gain L.O.S. to it. + It is real for the rest of the game for those who fail this chance. + For those who believe it is real, it will stop spells and thrown objects, + ad can take damage. You may move through it freely. + + FAQ: + Just because you see a Wizard create an ILLUSION WALL does not mean you know it's a fake, nor can you figure it out by watching another Wizard walk through. You must roll + to see if you believe it when you see it. If you do believe it, it acts just like a real wall for you, so even if you throw a dagger at it, the dagger would do 3 points of damage to the + wall and fall to the floor on your side of the wall. You can even punch an ILLUSION WALL to pieces. If you destroy an ILLUSION WALL, this does not destroy it for everyone, + just you. You can't see through ILLUSION WALL even if you know it's a fake. + + See also: Giving Jolly a headache... . + + [ TARGETS EDGE ] + + Creates a ILLUSION-WALL token. + + [ HIT-POINTS EQUALS 20  ] + + [ BLOCKS-LOS ] + + [ BLOCKS-PASSAGE ] + + SPECIAL   + + INTERRUPT   + + Using this spell you may stop the game and cast any + one spell. For any spell in progress, the interrupting spell acts first. + This has priority over OPPORTUNITY FIRE. + + FAQ: + If a player runs by in front of you, and you want to blast him with a spell, state that you are casting your INTERRUPT as he passes in front of you and you can cast the spell upon + him. + + See also: Conundrum... and Protocols of play (Yet another ruling discussion) . + + [  + CANNOT BE PHYSICAL ] + + [ INTERRUPT ] + + NEUTRAL/COUNTERACTION   + + INVISIBLE   + + You become invisible. As your opponent attacks, he must + roll D4 for random direction to see if he hit. Duration equals NUMBER + card played. + + FAQ: + If a spell misses you while you are invisible, it hits nothing; it dissipates into nothingness. + + See also: Conundrum... . + + When used as Neutral: + + [ TARGETS SELF ] + + [ DURATION EQUALS NUMBER CARD PLAYED ] + + [ EMPATHY ] + + Has Counteraction: + + [ RELIABILITY 75 % ] + + [ ALL BLOCKED ] + + [ ATTACKER NOT HURT ] + + When used as Counteraction: + + [ TARGETS SELF ] + + [ DURATION EQUALS NUMBER CARD PLAYED ] + + [ EMPATHY ] + + Has Counteraction: + + [ RELIABILITY 75 % ] + + [ ALL BLOCKED ] + + [ ATTACKER NOT HURT ] + + ATTACK   + LOS   + + IT   + + Makes the opponent "IT". Whoever is IT takes + a point of magical damage at the end of his turn. Only one wizard or + monster can be IT at a time (unless the spell is cast twice). IT can + be transferred by entering another wizard's space and saying "You're + IT" (an attack). REFLECTION on IT places IT on both players. REMOVE CURSE + stops IT. + + [ TARGETS TOKEN + MUST BE OPPONENT ] + + [ IT ] + + NEUTRAL   + LOS   + + JAM LOCK   + + Lets you permanently jam a door lock so that nobody + can use that door. You also may not pass through. + + See also: MASTER KEY . + + [ TARGETS EDGE + MUST BE DOOR ] + + Creates a JAM-LOCK token. + + [ HIT-POINTS EQUALS 15  ] + + [ BLOCKS-PASSAGE ] + + [ BLOCKS-LOS ] + + [ DOOR ] + + [ JAMMED ] + + NEUTRAL   + + JANITOR   + + This spell allow you to discard all board tokens within + 2 spaces of you (ignoring walls) except treasures and players. + + FAQ: + Just like it says, ALL tokens, even DESTROYED WALLS, get removed. + + See also: Janitor on Animated Treasure . + + [ TARGETS SPACE ] + + [ JANITOR ] + + NEUTRAL   + LOS   + + KILLER OOZE   + + Covers the surface of one square of the floor with acidic + ooze. Any character entering the square takes on point of damage, and + on a roll of 1 or 2 on the D4, falls down, dropping treasure, taking + two more points of physical damage, and is unable to move for the rest + of the turn. Any following turns that he tries to stand and exit must + be rolled again as stated. Only 5 points of fire damage will destroy + the ooze. + + FAQ: + This is a MONSTER. No, it does not block LOS, just lays in a layer on the floor, and is not moveable. Only fire, and no other type of attack, will hurt the ooze (except MONSTER + BANE for 5 points). + + See also: MIST-BODY . + + [ TARGETS SPACE + MUST BE EMPTY ] + + Creates a KILLER-OOZE token. + + [ HIT-POINTS EQUALS 5  ] + + [ MOVEMENT EQUALS 0  ] + + Has Counteraction: + + [  + CANNOT BE FIRE-BASED ] + + [ INTRINSIC ] + + [ ALL BLOCKED ] + + [ ATTACKER NOT HURT ] + + TRAP   + + KLUTZ   + + Butter mysteriously appears all over your hands. You + immediately drop all carried objects, then the butter disappears. Display + this card immediately, then redraw. Note: you may only pick up 1 item + per turn. + + [ KLUTZ ] + + ATTACK   + LOS   + + LARGE ROCK   + + You may throw it. Does two points physical damage. Once + thrown, it may picked up and thrown again by this player. + + FAQ: + Large Rock/Dagger: These are NOT spells (yes, the rules already say that) which "create" the objects, they are the objects themselves. Yes, they can be discarded! + + [ PHYSICAL ] + + [ OBJECT ] + + [ TARGETS TOKEN + MUST BE OPPONENT ] + + [ DAMAGE EQUALS 2 POINTS PHYSICAL ] + + NEUTRAL   + + LIFESAVER   + + You are now immune to the effects of losing both of + your treasures to other player's home bases. This effect is permanent. + Discard this card next turn. Not applicable in a 2-player game. + + FAQ: + You would discard and redraw in a 2 player game. It doesn't say this on the card, but it makes sense. + + [ TARGETS SELF ] + + [ LIFESAVER ] + + ATTACK   + LOS   + + LIGHTNINGBLAST   + + Does magical damage equal to the accompanying NUMBER + card, and stuns. Opponent loses one turn while recovering from electrified + senses. If all damage gets counteracted, opponent does not lose turn. + + FAQ: + If this gets FULLY REFLECTED, you lose the rest of your turn and can't draw cards (in addition to damage). + + COMMENTARY: + We play that if you lose a turn in the middle of your turn, + then your turn ends and you lose your next turn. You still get + to draw turns when your turn ends, but you do not draw + cards during a lost turn. + + [ TARGETS TOKEN + MUST BE OPPONENT ] + + [ DAMAGE EQUALS NUMBER CARD PLAYED ] + + Secondary effect:   + [ LOSE-TURN ] + + ATTACK   + + LOAD STONE   + + POWER: This card does nothing but take up space in your + hand. You may not discard it (unless other cards require it). If you + enter a space with another player you may give it to him (an attack), + and he must discard a card to take it if he already has a full hand. + FULL REFLECTION and SHIELD will stop it, even if it's drawn. Display + immediately. This is considered to be a Magic Stone. + + FAQ: + Like it says, you can't discard it (which includes dropping it, which is in essence discarding it), but you can certainly use whatever means you have to dump it on another player, + including SWAP OBJECT. TELEPORT OBJECT would not work, as you are not giving it to another player. Likewise, a player can take it from you by accident with a THOUGHT + STEAL. + + See also: Load Stone and monsters that can carry objects . + + [ OBJECT ] + + [ STONE ] + + [ CURSED ] + + [ DISPLAY-IMMEDIATELY ] + + [ TARGETS TOKEN + MUST BE OPPONENT ] + + [ GIVE-THIS-CARD ] + + ATTACK   + LOS   + + LOCK IN PLACE   + + Stops movement of opponent. He may still cast spells, + but cannot move or be moved in any way (including teleportation). Duration + equals NUMBER card played. + + [ TARGETS TOKEN + MUST BE OPPONENT ] + + [ DURATION EQUALS NUMBER CARD PLAYED ] + + [ LOCK-IN-PLACE ] + + NEUTRAL   + + MAD DASH   + + This spell doubles your movement (including NUMBER cards + and other add-ons) for one turn. You cannot carry treasures while exerting + yourself under MAD DASH. + + [ TARGETS SELF ] + + [ MAD-DASH ] + + ARTIFACT   + + MAGIC ARMOR OF ARES   + + This is a suit of armor that absorbes 2 points of + damage (physical or magical, point-type) per attack. Will also stop + damage from long-duration spells such as WALKING DEAD and SLOW DEATH. + Does not stop LIGHTNING BLAST. Takes no time to put on and take off. + Permanent object, acts as a COUNTERACTION. Display immediately. + + OBJECT   + + MASTER KEY   + + Unlocks any door (but door relocks behind you). Do not + discard when used. Display Immediately. Must be adjacent to door to + use. Does not work on a JAMmed LOCK. + + FAQ: + Will not work with a JAMMED LOCK. + + [ PHYSICAL ] + + [ OBJECT ] + + [ DISPLAY-IMMEDIATELY ] + + ATTACK   + LOS   + + MEDUSA   + + Opponent cannot move or cast spells, including COUNTERACTIONs. + However, opponent is also immune to any damage. Duration equals NUMBER + card played. + + FAQ: + Basically, you've turned to stone for a while, along with all the stuff you've been carrying (except for ARTIFACTS, of course). You can't use ANY spells, ARTIFACTS, Magic + Sticks or Magic Stones during MEDUSA. Being immune to damage does not mean you cannot be attacked with, let's say, a SWAP. A person under MEDUSA cannot take + damage from or be affected by a TRAP. Anyone under MEDUSA would also be immune to SLOW DEATH and IT for the duration of MEDUSA. + + [ TARGETS TOKEN + MUST BE OPPONENT ] + + [ DURATION EQUALS NUMBER CARD PLAYED ] + + [ MEDUSA ] + + ATTACK   + + MENTAL FORCE   + + Opponent moves three spaces to wherever you say. REFLECTION + allows both players to move one another 2 spaces. + + [ TARGETS TOKEN ] + + [ MENTAL-FORCE: 3  ] + + ATTACK   + LOS   + + MENTAL SWAP   + + Trade card hands with any other player, if you want + to. FULL REFLECTION only nullifies this spell. + + FAQ: + If you were really rude, you could dump all your cards except for MENTAL SWAP, and then trade hands. Of course, the other player might use a FULL SHIELD on you. + + See also: Create Familar with Mental Swap . + + [ TARGETS TOKEN + MUST BE OPPONENT ] + + [ MENTAL-SWAP ] + + NEUTRAL   + + MIST-BODY   + + You turn to mist. You can pass through anything but + solid stone or stone walls. You may not attack or be attacked. Firewalls + still damage you. Touched objects become "misted" when touched + so you may pick up and carry objects. Duration equals NUMBER card played. + + FAQ: + Not affected by THORNBUSH or ROSEBUSH. A falling WALL would not hurt you. You can still use objects, even while misted. If you drop or throw something, it becomes + unmisted (solid). No, Waterwalls will not affect you, as you are floating along in the air, and the water is rushing along on the floor. Yes, you can reach into a SAFE. MISTBODY + is also immune to KILLER OOZE, which lies on the floor. + + [ TARGETS SELF ] + + [ DURATION EQUALS NUMBER CARD PLAYED ] + + [ MIST-BODY ] + + ATTACK   + LOS   + + MONSTER BANE   + + This spell sucks all remaining life points out of any + one monster in your LOS, adding the points to your own and utterly destroying + the monster. + + FAQ: + If you cast this against a monster that does not have any specific life points, like SHADOW or FIRE-IMP, then you only get 1 point from the monster. + + See also: KILLER OOZE . + + [ TARGETS TOKEN + MUST BE OPPONENT + MUST BE MONSTER ] + + [ MONSTER-BANE ] + + ATTACK   + LOS   + + MUNDANE   + + Strips a Wizard (during your turn) of all his magic + (he discards all his cards, except for non-magical cards such as Dagger + or Pick Lock). He may replenish his magic the normal way (draws two + cards per turn) during his turn. Controlled monsters and active duration + spells are not affected by this. + + [ TARGETS TOKEN + MUST BE OPPONENT ] + + [ MUNDANE ] + + SPECIAL   + + NEGATE NEUTRAL   + + Nullifies any neutral spell when first cast. This is + cast on the spell, not the opponent, so FULL SHIELD and REFLECTIONS + have no effect. Does not need L.O.S. + + FAQ: + This is a counteraction, and as such can certainly stop a Destroy Wall spell as it is cast. It has no effect on Neutrals after they have been cast, so it cannot make an item that + was created with a Neutral spell go away if it already exists. + + See also: Protocols of play (Yet another ruling discussion) . + + [ NEGATE-NEUTRAL ] + + ATTACK   + LOS   + + NO SPELL   + + Opponent cannot use any spell, except for a magic stone's + power. Player can discard spell cards. Duration equals NUMBER + card played. + + FAQ: + Works only on the player, not his magic items. + + See also: No Spell . + + [ TARGETS TOKEN + MUST BE OPPONENT ] + + [ DURATION EQUALS NUMBER CARD PLAYED ] + + [ NO-SPELL ] + + SPECIAL   + + OPPORTUNITY FIRE   + + You may perform an attack out of turn, interrupting + another player's turn. The other player must not e moving and must finish + any spell started before you may perform your attack. + + [  + MUST BE ATTACK ] + + [ INTERRUPT ] + + NEUTRAL   + LOS   + + PASS THE BUCK   + + This spell creates a huge, mild-mannered Buck with big + antlers within your LOS. He is quite impossible to pass (unless you + can FLY over him), even BIG MAN cannot push this beast. Any player may + move the BUCK 1 space during his turn. It takes 10 points to destroy + it. BUCK cannot enter spaces with players or monsters, and it block + L.O.S. + + FAQ: + Can be attacked by a MONSTER in an adjacent square, or punched by a Wizard in an adjacent square. + + See also: Waterwall and Pass the Buck and The Buck, Tiny Swap and Items . + + [ TARGETS SPACE + MUST BE EMPTY ] + + Creates a BUCK token. + + [ HIT-POINTS EQUALS 10  ] + + [ MOVEMENT EQUALS 1  ] + + [ IMMOVABLE ] + + [ BLOCKS-LOS ] + + [ FILLS-SQUARE ] + + [ BLOCKS-PASSAGE ] + + NEUTRAL   + + PASS THROUGH WALL   + + Allows passage through one wall. Works on WALL OF FIRE, + ILLUSION WALLS, and normal walls. + + See also: Pass through wall + waterwall . + + [ TARGETS SELF ] + + [ DURATION EQUALS 1 TURN ] + + [ PASS-THROUGH-WALL ] + + NEUTRAL   + + PERMAWARP   + + Take two Warp tokens and place them anywhere on the + board (except home bases). This is now an open warp from one token to + the other, and movement between them counts as one space. You can't + create an object on a PERMAWARP, but you can put down an object there, + or walk around it in the same space. There is not L.O.S. through the + warp. + + FAQ: + With area affect spells such as FEAR and BOMB, you would count up to where the PERMAWARP is, then count the remainder of the effect's distance in an area around the + other end of PERMAWARP. I've also been told PERMAWARP is much too powerful. If it seems so to you, play it so it activates immediately upon being drawn, meaning a player + cannot hold it until the perfect moment to win the game, but must choose the best place to locate it based upon where he is at the time. + + See also: HOWLING VACUUM . + + [ TARGETS SPACE + MUST BE EMPTY ] + + [ TARGETS SPACE + MUST BE EMPTY ] + + Creates a PERMAWARP token. + + PICK LOCK   + + Unlock any door (but the door will relock behind you). + Can only use when adjacent to door. You may "hold the door open" + for others, if you wish. + + [ PHYSICAL ] + + [ TARGETS TOKEN + MUST BE DOOR + CANNOT BE JAMMED ] + + [ UNLOCK ] + + NEUTRAL   + + POWER ATTACK   + + This spell allows you to use up points from your life-points + to add to your own attack for damage-point type spell, including magic + stick spells. + + [  + MUST BE POINT-BASED ] + + [ MODIFIER: ADD HIT-POINTS-SPENT  ] + + ARTIFACT   + + POWER BATTERY   + + Stores magical power. You can put NUMBER cards + in it, and use the power in any quantity deisred, even for + movement. Note, however, if someone steals this item, they get + all the power stored in it. The NUMBER cards in the battery + do not count as cards in your hand. Display immediately. + + ATTACK   + LOS   + + POWER DRAIN   + + Drain points from an opponent and add them to your own + points. Amount equals NUMBER card played. + + FAQ: + If REFLECTION is used against it, they cancel, since you both lose and gain the same number of points. Using POWER DRAIN on your own monsters is not allowed, since you + are not allowed to attack yourself or your own controlled monsters. If POWER DRAIN is BLUNTed, then you still POWER DRAIN the same amount of points, but your opponent + takes less damage. He is blunting "damage done", not acting upon the attack spell itself. The same is true of ABSORB SPELL. + + COMMENTARY: + We play that power drain only gives you as many points are you are able + to do to the other player, so BLUNT would reduce the number of points you gain. + The same is true of BLUNTING a SHADOWSTONE + FIGHTERSTONE attack in our house rules. + + See also: REVERSE and Damage: physical or magical? . + + [ TARGETS TOKEN + MUST BE OPPONENT ] + + [ DAMAGE EQUALS NUMBER CARD PLAYED ] + + Secondary effect:   + [ HEAL: DAMAGE-DONE  ] + + NEUTRAL   + + POWER RUN   + + Lets you trade your life-points for extra movement, + at the rate of one point per one space. This is in addition to any NUMBER + card played. + + [ DURATION EQUALS 1 TURN ] + + [ INCREASE-MOVEMENT: HIT-POINTS-SPENT  ] + + OBJECT   + + POWERSTONE   + + POWER: Add 1 to any NUMBER card played. This card is + permanent. Display when used. + + [ OBJECT ] + + [ STONE ] + + [ NUMBER: 1 NUMBER CARD PLAYED ] + + ATTACK   + LOS   + + POWERTHRUST   + + A telekinetic blow that does magical damage equal to + two points plus an accompanying NUMBER card (optional). + + [ TARGETS TOKEN + MUST BE OPPONENT ] + + [ DAMAGE EQUALS 2  PLUS NUMBER CARD PLAYED ] + + ATTACK   + LOS   + + PSYCHIC STORM   + + Does magical damage equal to the NUMBER card played + to all opponents in the target square, and all squares adjacent to the + target square (even through wall). A counteraction card, if played, + will only protect the person casting it (except ABSORB SPELL). Only + the target square needs to be LOS. + + FAQ: + This will certainly affect the caster if he is dumb enough to stand within range. FULL REFLECTION of this spell will only protect the one player using it, but casue a second + PSYCHIC STORM to form where the caster stands. REFLECTION, likewise, would cause a half-damage STORM originating at the caster's location, also reducing damage to the + user of REFLECTION by half, but leaving the spell at full power against anyone else that happens to be in range of the original spell. In the strange case where more than one + player reflects it, damage is cumulative, so this is one case where the spell could do more damage to the caster than the opponent. + An "adjacent square" is defined as one of the 4 that are side-by-side with the target square, not the diagonals. + + [ TARGETS SPACE ] + + [ PSYCHIC-STORM: NUMBER CARD PLAYED ] + + NEUTRAL   + + PUBLIC FUNDS   + + This spell permanently causes all treasures to be neutral, + that is, not owned by anyone. Any treasure on the board is available + as part of the 2 treasures you need to win. No player may lose due to + placement of his 2 treasures on home bases. You + must show this card to all players when you get it, but it need not + be permanently displayed, and need not be played right away. + + [ DISPLAY-IMMEDIATELY ] + + [ PUBLIC-FUNDS ] + + NEUTRAL   + LOS   + + PUSH OBJECT   + + This spell causes a moveable object resting on the floor + to move away form the caster until it runs into a wall, player, bush, + pit, or monster or slime. If it strikes a player or monster or bush, + it does 2 points of physical damage. If a bush is hit, the object ends + up adjacent to the bush. If object starts in your space, you decide + initial direction. + + [ TARGETS TOKEN + MUST BE OBJECT + CANNOT BE IMMOVABLE ] + + [ PUSH-OBJECT ] + + RANDOM CARD   + + Counts as a number card, but you roll the die and add + 2 to the result to see what number it represents. + + [ NUMBER: 3 - 6 ] + + COUNTERACTION   + + REFLECTION   + + A spell cast against you works 50% for both parties. + Only works on point-based or duration-based spells. Round fractions + up. A single lost turn, then, divided and rounded up, is a lost turn + for both players. + + FAQ: + If you counteract a spell with this, then you may still also counteract the remaining damage with another counteraction, such as BLUNT. Yes, an attack with RICOCHET or + AROUND THE CORNER can be reflected back onto the caster. Note that other spells that do not have LOS can also be reflected. You are, in essence, casting a reflection upon + a spell which itself has a spell cast upon it, allowing you to control it. REFLECTION also works on "numbers of things", like cards, so it would work on THOUGHT STEAL so + both players lose a card to each other. + + COMMENTARY: + Note that the FAQ is inconsistent in the ruling between REFLECTION and VISIONSTONE vis-a-vis + the affect of altering the LOS capabilities of the caster. + + See also: ABSORB SPELL and VISIONSTONE . + + [  + MUST BE POINT-BASED + OR DURATION-BASED ] + + [  + CANNOT BE PHYSICAL ] + + [ EFFECTS EQUAL CURRENT-VALUE-OF-ATTACK  DIVIDED BY 2  ] + + [ ATTACKER RECEIVES EFFECTS EQUAL TO CURRENT-VALUE-OF-ATTACK  DIVIDED BY 2  ] + + NEUTRAL   + + REJUVENATION   + + Use one NUMBER card to rejuvenate yourself (increase + your life-points by the number on the card) up to a maximum of 15 life + points. + + [ TARGETS SELF ] + + [ HEAL: NUMBER CARD PLAYED ] + + NEUTRAL   + + RELOCATE SECTOR   + + Allows you to relocate (but not rotate) any one sector + to any other area, so long as all sectors are still adjacent to at least + one other when you are done. + + FAQ: + No, you can't have 2 sets of two boards, each, isolated. + The entire board must remain connected after a RELOCATE SECTOR. AUTOWARPS + do not suddenly appear after RELOCATE SECTOR is used. Opposite board edges + connect, nothing more. RELOCATE SECTOR is useless in a two-player game in + the 7th edition since the exits cross over the way they do, and should be + discarded if drawn, and replaced with a new card. + + See also: Relocate Sector and Auto-Warp . + + [ TARGETS SECTOR ] + + [ RELOCATE-SECTOR ] + + NEUTRAL/COUNTERACTION   + + REMOVE CURSE   + + Remove effects of duration-type spells, even after they + have taken effect, including spells which won't let you cast other spells + while in effect, or spells that make you lose turn. Also will stop any + "good" duration spell another player may be using on himself. + Will work on permanent spells. There is only a limited chance of success + against SHRINK and INVISIBLE though. + + FAQ: + This will stop permanent spells, even LIFESAVER, on a player. +It does not affect magic items, such as ARTIFACTS, magic sticks, or magic +stones, or an ANIMATED OBJECT. + + See also: Remove Curse and Control Creation . + + When used as Neutral: + + [ TARGETS ENCHANTMENT ] + + [ REMOVE-CURSE ] + + When used as Counteraction: + + [ ALL BLOCKED ] + + [ ATTACKER NOT HURT ] + + [  + MUST BE ENCHANTMENT ] + + NEUTRAL   + LOS   + + REMOVE LOCK   + + Permanently removes lock from any one door. Must be + adjacent to door to use. Door is still considered to block L.O.S. + + [ PHYSICAL ] + + [ TARGETS EDGE + MUST BE DOOR ] + + Creates a LOCK-GONE token. + + [ HIT-POINTS EQUALS 15  ] + + [ BLOCKS-PASSAGE ] + + [ BLOCKS-LOS ] + + [ DOOR ] + + [ UNLOCKED ] + + NEUTRAL/COUNTERACTION   + + REUSE SPELL   + + You may retrieve any spell you use immediately after + you use it (but not the NUMBER card, if used). You may reuse your retrieved + spell immediately if you wish (except when it is an ATTACK). + + See also: ABSORB SPELL and Reuse Spell; How immediate is "immediately"? . + + When used as Neutral: + + [ REUSE-SPELL ] + + When used as Counteraction: + + [ REUSE-SPELL ] + + COUNTERACTION   + + REVERSE   + + Instead of losing points in a magical attack, you gain + them. Only works on point-based spells (including SLOW DEATH). Any remaining + effect of a spell (such as "lose turn" or "move back + two spaces") still takes effect. + + FAQ: + Against POWER DRAIN, both players will get points. REVERSE will + not work on you if it is you who are doing the attack. Thus, if you lose + points due to a POWER ATTACK you've used, you may not REVERSE these points! + + COMMENTARY: + In our set, the phrase about remaining effects still taking + effect does not appear, so our interpretation was that gaining + points instead of loisng them effectively blocked the damage, + so remaining effects are also blocked. + + [  + MUST BE POINT-BASED ] + + [  + CANNOT BE PHYSICAL ] + + [ ALL BLOCKED ] + + [ ATTACKER NOT HURT ] + + [ HEAL: CURRENT-VALUE-OF-ATTACK  ] + + NEUTRAL   + + REWARP   + + Swap two external sector exits. Signify their new directions + by placing the A.A tokens on one set of exits and the B.B tokens on + the other set of exits. These stay in place unless any one token of + the four is moved by use of RELOCATE SECTOR, in which case REWARP goes + away. REWARP affects entire sector sides. ROTATE SECTOR does not rotate + the counters. + + [ TARGETS SECTOR-EXIT ] + + [ TARGETS SECTOR-EXIT ] + + [ REWARP ] + + NEUTRAL   + + RICHOCHET   + + Allows you to bounce any LOS spell around two 90 degree + corners. + + See also: AROUND THE CORNER , REFLECTION and VISIONSTONE . + + [  + MUST BE LOS ] + + [ MODIFIER: RICHOCHET ] + + ARTIFACT   + + RING OF POWER   + + Acts as a reusable 3-point NUMBER card which you may use + once per turn. Display immediately. + + NEUTRAL   + LOS   + + ROSEBUSH   + + Creates a fragrant but thorny rosebush which fills one + entire square when created, and is permanent. Causes 3 points of damage + to anyone passing through it. There is no L.O.S. through it. + + See also: THORNBUSH and Trapped in a thorny prison . + + [ TARGETS SPACE ] + + Creates a ROSEBUSH token. + + [ BLOCKS-LOS ] + + [ FILLS-SQUARE ] + + Has Attack: + + [ DAMAGE EQUALS 3 POINTS PHYSICAL ] + + NEUTRAL   + + ROTATE SECTOR   + + Allows you to rotate any one sector 90 degrees. + + See also: Relocate Sector and Auto-Warp . + + [ TARGETS SECTOR ] + + [ ROTATE-SECTOR ] + + NEUTRAL   + LOS   + + SAFE   + + Lock a treasure or item in a magical safe too heavy + to be carried. All LOCK-type cards will work on it. To smash it open + takes 15 points of damage. Getting an item from a safe counts as picking + that item up. SAFE dispels if object removed. Creator of SAFE knows + the combination, and need not use PICK LOCK to open. + + FAQ: + If an item is in a SAFE, it is not considered to be lying on the + ground. Thus, an item on a home base that is in a SAFE does not count as + one of the 2 needed to win, though technically there is no way to create a + SAFE on a home base, since it's an immobile object, and you cannot create objects + there. If a SAFE is dispelled, the item inside immediately falls to the ground. + + See also: MIST-BODY and Giving Jolly a headache... . + + [ TARGETS TOKEN ] + + Creates a SAFE token. + + NEUTRAL   + LOS   + + SHADOW   + + Create SHADOW at the cost of one life-point per turn, + starting the turn created. This image can punch, move, and carry objects, + but cannot cast spells. The shadow cannot be altered by spells such + as MIST-BODY, SHRINK, etc. Any damage at all destroys it. Movement (3) + begins the turn the SHADOW is created. Sustaining the SHADOW during + a "lost turn" still costs a life-point. + + FAQ: + This clearly only costs you a point during your OWN turn, not everyone + else's too! The 1 point cost is paid at the beginning of each turn; you can + stop Shadow anytime you feel like it. + + See also: MONSTER BANE . + + [ TARGETS SPACE + MUST BE EMPTY ] + + Creates a SHADOW token. + + [ HIT-POINTS EQUALS 1  ] + + [ MOVEMENT EQUALS 3  ] + + Has Attack: + + [ DAMAGE EQUALS 1 POINT PHYSICAL ] + + Has special ability: + + [ CARRY-OBJECTS ] + + OBJECT   + + SHADOWSTONE   + + POWER: Any damage you do physically (i.e. punch or dagger) + to another player adds to your points equal to the damage done. This + card is permanent. Display when used. + + [ OBJECT ] + + [ STONE ] + + [ MODIFIER: SHADOWSTONE ] + + NEUTRAL   + + SHATTER   + + Quadruples damage done by an attack against any non-player + target (walls, monsters, bushes, etc.) + + [  + MUST BE POINT-BASED + OR DURATION-BASED ] + + [  + CANNOT BE OPPONENT ] + + [ MODIFIER: MULTIPLY 4  ] + + ARTIFACT   + + SHIELD OF AZPESDOZE   + + Prevents damage to you from any fire-based attacks, including + Firewalls, Fireballs, Fire Imps, Fireflies, etc. Acts as a COUNTERACTION. + Display immediately. + + OBJECT   + + SHIELDSTONE   + + POWER: Allows you to use a NUMBER card as a counteraction + against point- or duration-based spells, reducing effects by value of + the NUMBER card played. No effect without a NUMBER card. This card is + permanent. Display when used. + + FAQ: + No, it does not work as a "1" without a NUMBER card, and says +so right on the card. Only one Number Card per use! + + See also: AMPLIFY , ANTI-ANTI , Reflection/Shieldstone and Remove Curse and Control Creation (Anti-anti) . + + [ OBJECT ] + + [ STONE ] + + [  + CANNOT BE PHYSICAL ] + + [ EFFECTS EQUAL CURRENT-VALUE-OF-ATTACK  MINUS NUMBER CARD PLAYED ] + + [ ATTACKER NOT HURT ] + + ATTACK   + LOS   + + SHIFT STICK   + + Moves opponent one space from where he is, to whichever + adjacent space you chooses (note that he could be shoved through a stone + wall). Not useable on self. The number of charges on this magic wand + equals the NUMBER card played with it on its first use. Discard after + all charges are gone. Can only use one charge per turn. + + [ OBJECT ] + + [ STICK ] + + [ CHARGES EQUALS NUMBER CARD PLAYED ] + + [ TARGETS TOKEN + MUST BE OPPONENT ] + + [ SHIFT-STICK ] + + ATTACK   + LOS   + + SHOCK WAVE   + + Does magical damage equal to the NUMBER card played, + and knocks all o the carried objects out of a wizard's hands (or any + other created Creature's hands) and into the square behind him (away + from you), if there is a space there. Otherwise, the objects just fall + in the square he is in. If all damage is blocked, the wizard drops nothing. + + [ TARGETS TOKEN + MUST BE OPPONENT ] + + [ DAMAGE EQUALS NUMBER CARD PLAYED ] + + Secondary effect:   + [ KNOCKBACK-ITEMS ] + + NEUTRAL   + + SHRINK   + + You shrink. Reduces opponent's chance to hit you by + 50% in any attack. Also reduces your normal movement to 2. Duration + equals NUMBER card played. + + FAQ: + If a spell misses you while you are shrunk, it dissipates into +nothingness. Big Man will nullify Shrink. + + [ TARGETS SELF ] + + [ DURATION EQUALS NUMBER CARD PLAYED ] + + [ SHRINK ] + + ATTACK   + LOS   + + SLOW   + + Reduces opponent's movement to 1 space per turn (can't + add NUMBER cards or other speed-enhancing spells), and his attacks to + every other turn, starting on his next turn. Duration equals NUMBER + card used. + + See also: Survey: Slow and Adrenaline . + + [ TARGETS TOKEN + MUST BE OPPONENT ] + + [ DURATION EQUALS NUMBER CARD PLAYED ] + + [ SLOW ] + + ATTACK   + LOS   + + SLOW DEATH   + + Opponent takes 1 points of magical damage whenever he + draws a new card. This is permanent. Opponent can have less than seven + cards in his hand if desired. ABSORB and BLUNT work momentarily against + this card. Once SLOW DEATH is on, it can't be turned off. + + FAQ: + REMOVE CURSE works just fine on this. Once it has been + activated, FULL SHIELD and REFLECTIONS would have no effect on it, as they + only work when a spell is cast, not on subsequent effects of the spell. If + SLOW DEATH is REVERSED, the player receives a point for every card drawn. + ABSORB against SLOW DEATH will only stop the damage incurred by one card, + sine ABSORB is meant to work for one attack. That's what's meant by + counteractions working "momentarily", they only effect the one point of + Slow Death that they are cast on, then the Slow Death spell continues to + operate as before. + + See also: AMPLIFY and BLOODSTONE . + + [ TARGETS TOKEN + MUST BE OPPONENT ] + + [ SLOW-DEATH ] + + OBJECT   + + SOULSTONE   + + POWER: Last three points you have cannot be taken by + spell attack--they can only be lost to physical damage. Life points + spent voluntarily, as in POWER RUN, are not affected by SOULSTONE. This + card is permanent. Display when used. + + FAQ: + If hit by a FIREBALL and you only have, for example, 4 points +left, since it is a Counteraction it will do its job first, thus you would +only take 1 point of fire damage, since the last 3 must be taken with +physical damage, but then the stone would be destroyed because some fire +damage got through at all. + + See also: ANTI-ANTI , Magical or Physical Damage? and Damage: physical or magical? . + + [ OBJECT ] + + [ STONE ] + + [  + CANNOT BE PHYSICAL ] + + [ REMAINING-LIFE-POINTS  NOT GREATER THAN 3 ] + + [ ALL BLOCKED ] + + [ ATTACKER NOT HURT ] + + NEUTRAL   + + SPEED   + + Allows one extra turn. Cannot be used during a "lost + turn", as you would have no turn in which to use it. Must be played + before new cards are drawn after first turn. You may draw cards after + each turn. + + FAQ: + With SPEED cast on you, your controlled MONSTERS get an extra turn, + too. Also, SPEED can be cast anytime during your turn, but not after you + pick up an object. This means you could cast it, pick up an object, draw + cards, then take your extra turn. You can't use SPEED to help you attack + someone on the first round of turns. If you have SPEED on you while under the + influence of a duration spell, it uses up a turn of that duration. This redefines + the duration of a spell from the viewpoint of a caster; the duration STILL lasts until + the start of the caster's turn, but the total number of turns is based on the + recipient's turn-count. + + [ TARGETS SELF ] + + [ SPEED ] + + OBJECT   + + SPEEDSTONE   + + POWER: Your movement rate is increased by 1. This card + is permanent. Display when used. + + COMMENTARY: We don't have this card (but we have our own SWIFTSTONE, that + behaves the same way); this must be 6th edition + + [ OBJECT ] + + [ STONE ] + + [ INCREASE-MOVEMENT: 1  ] + + OBJECT   + + SPELL STONE   + + POWER: You may draw 3 cards each turn, up to your limit. + This card is permanent. Display immediately. + + [ OBJECT ] + + [ STONE ] + + [ DISPLAY-IMMEDIATELY ] + + [ INCREASE-DRAW: 1  ] + + ATTACK   + LOS   + + STICKS AND STONES   + + Does magical damage to opponent equal to the number + of Magical Sticks he carries plus the number of Magical Stones he carries, + time the NUMBER card played. If FULLY REFLECTED, does damage to the + caster based on his own "Sticks and Stones" carried. + + [ TARGETS TOKEN + MUST BE OPPONENT ] + + [ DAMAGE EQUALS COUNT-STICKS-AND-STONES  TIMES NUMBER CARD PLAYED ] + + ATTACK   + LOS   + + STICKY STICK   + + A magic wand that covers an enemy with webs, reducing + movement by -3 (enemy can still use NUMBER cards for movement). Lasts + one turn. Any fire-damage done to player in webs causes 2 extra points + of damage due to webs burning. the wand has a limited number of charges + determined by a NUMBER card played before use. Discard the wand when + last charge is gone. + + FAQ: + Webs, if burned, disappear immediately. + + See also: Fireball, Sticky Stick and Featherweight . + + [ OBJECT ] + + [ STICK ] + + [ CHARGES EQUALS NUMBER CARD PLAYED ] + + [ TARGETS TOKEN + MUST BE OPPONENT ] + + [ DURATION EQUALS 1 TURN ] + + [ STICKY-STICK ] + + ATTACK   + LOS   + + STONE DEAD   + + Does magical damage to opponent equal to the NUMBER + card played times the number of magic stones the opponent carries. + + [ TARGETS TOKEN + MUST BE OPPONENT ] + + [ DAMAGE EQUALS COUNT-STONES  TIMES NUMBER CARD PLAYED ] + + NEUTRAL   + LOS   + + STONE TO WATER   + + Turns either a wall or a solid stone block into water. + A wall turns into a WATERWALL with a range and damage of 2. A solid + stone block turns to a WATERWALL with a range and damage of 4. As in + WATERWALL, if you cannot wash back in a straight line for 4 spaces, + you would take 4 points of damage from smacking up against a wall. + + [ TARGETS EDGE + CANNOT BE EMPTY ] + + [ STONE-TO-WATER ] + + NEUTRAL   + + STRENGTH   + + This spell doubles all physical damage you do to others, + and allows you to physically tear a treasure out of the grasp of another + player if you occupy the same space (an attack). The other player must + rolla 1 on the D4 to retain the treasure each turn. Duration equals + NUMBER card played. + + FAQ: + If you tear a treasure out of someone else's hands, this does NOT count + as picking up an object and does not end your turn. In fact, you can tear a + treasure out of somebody's hands and drop it on the floor even while + carrying another treasure. + + [ TARGETS SELF ] + + [ DURATION EQUALS NUMBER CARD PLAYED ] + + [ STRENGTH ] + + ATTACK   + LOS   + + SUCKER   + + This spell causes another player in your LOS to suddenly + discover that the treasure he is carrying is a fake! It suddenly disappears + from his hands. Please the treasure token back on the space it started + on at the beginning of the game. The attacker will decide which of the + two starting spaces the treasure will return to if in question. + + [ TARGETS TOKEN + MUST BE OPPONENT ] + + [ SUCKER ] + + ATTACK   + LOS   + + SUDDEN DEATH   + + Does ten points of magical damage to any person or object. + + [ TARGETS TOKEN + MUST BE OPPONENT ] + + [ DAMAGE EQUALS 10 POINTS ] + + COUNTERACTION   + + SUPER-DODGE   + + You may dodge (without moving into another square) any + one physical attack (including a falling DESTROYed WALL), and have a + 50% chance to avoid an LOS spell attack. This spell is cast on yourself, + so may not be absorbed by another player. + + See also: Super-Dodge and the "Bomb" Trap Card and Damage: physical or magical? . + + When used as Counteraction: + + [  + MUST BE PHYSICAL ] + + When used as Counteraction: + + [  + CANNOT BE PHYSICAL ] + + [ RELIABILITY 50 % ] + + ATTACK   + + SWAP   + + Swap places with any other character during your turn. + Counts as your movement. FULL REFLECTION, if used against SWAP, merely + nullifies it. + + FAQ: + You can use a SWAP before TELEPORT, but not after (within the same + turn, of course). Since SWAP indicates that it replaces your movement, then + if a REUSE SPELL card is used, you cannot use SWAP again in the same turn, + as you have already performed your movement for the turn. Aesthetically this + doesn't make a lot of sense, and the card shouldn't say that SWAP replaces + movement, but rather if you use SWAP, you foresake your movement, which + would allow you to use it twice in a turn, as it would not actually be your + movement. Swaps tend to disobey the rule about creating objects in occupied spaces, + but that's okay, they're supposed to. + + [ TARGETS TOKEN + MUST BE OPPONENT ] + + [ CANNOT-HAVE-MOVED  ] + + [ SWAP-LOCATIONS ] + + Secondary effect:   + [ NO-FURTHER-MOVEMENT ] + + NEUTRAL   + + SWAP HOME BASES   + + Swap your home base with any other player, so long as + you both have an equal number of treasures on your home bases. You must + be within L.O.S. of the other player with whom you are swapping. + + [ TARGETS TOKEN + MUST BE OPPONENT ] + + [ SWAP-HOME-BASES ] + + ATTACK   + LOS   + + SWAP MEET   + + This spell lets you swap any two carried items (your + choice) with another player. REFLECTION nullifies the spell. FULL REFLECTION + lets the other player decide which objects, if any, will be swapped. + + FAQ: + SWAP MEET conflicts somewhat with the rule that says you can't create an + object where there is already an object, since SWAP MEET clearly says that + you swap carried objects, meaning you would HAVE to be in the same space as + the "created object". SWAP MEET, though, is an acception to the rules, and + its operation is clearly explained on the card. Swap Meet is also a little + ambiguous; you only swap ONE of your objects for ONE of the opponent's, not + two for two. + + [ TARGETS TOKEN ] + + NEUTRAL   + + SWAP SECTORS   + + You may swap (but not rotate) any two sectors. REWARP + counters do not move with the sectors, but remain in place, as does + the AUTOWARP if used. + + See also: Relocate Sector and Auto-Warp . + + [ TARGETS SECTOR ] + + [ TARGETS SECTOR ] + + [ SWAP-SECTORS ] + + NEUTRAL   + LOS   + + SWARTHMORE'S ENCHANTMENT   + + This spell adds one point of magical damage to the damage + done by any physical object (such as DAGGER, MAGIC STONEs or THORNBUSH, + etc.) This enchantment is permanent unless REMOVE CURSE is cast on the + object. + + See also: Magical or Physical Damage? . + + [ TARGETS TOKEN ] + + [ SWARTHMORES-ENCHANTMENT ] + + ATTACK   + + TELEPATH   + + This spell lets you see any one person's cards, one + time only. + + [ TARGETS TOKEN ] + + [ TELEPATH ] + + NEUTRAL/COUNTERACTION   + + TELEPORT   + + This spell lets you move up to four spaces (not diagonally) + from where you are, ignoring walls and objects. You may take your normal + movement before playing this card, but your movement ends after you + play it. + + FAQ: + If you use this spell as a Counteraction, the attack has no chance + of hitting you. Yes, with a REUSE SPELL, you can TELEPORT twice in a turn. + You can teleport only into a vacant space; the 8th edition clarifies this. + Some teleporation spells let you teleport into occupied spaces and some don't. + This is usually called out explicitly on each card. They vary because some cards + would violate game mechanics if you did them a certain way. Say for example, someone + takes control of your Wizard and tries to use Teleport to put you inside a Solid Stone block. + It can't happen in the 8th edition, because the card stipulates that you cannot teleport + into an occupied space. If a card does NOT call out one or the other, then you can perform + the noted teleportation to any space you like, within the limits of the card. + + See also: Teleport puzzlers . + + When used as Neutral: + + [ TARGETS SELF ] + + [ TARGETS SPACERANGE 4  ] + + [ TELEPORT ] + + Secondary effect:   + [ NO-FURTHER-MOVEMENT ] + + When used as Counteraction: + + [ TARGETS SELF ] + + [ TARGETS SPACERANGE 4  ] + + [ TELEPORT ] + + Secondary effect:   + [ NO-FURTHER-MOVEMENT ] + + ARTIFACT   + + TELEPORT AMULET   + + This amulet allows you to teleport a number of + spaces equal to a role of the die, but it sucks up your life + points at a rate equal to another roll of the die. This damage + may not be stopped or counteracted in any way, and this card + overrules any other card on this issue, including other magic + objects (though this does not prevent healing spells from + working). May be used once per turn. Replaces normal movement. + Display immediately. + + NEUTRAL   + LOS   + + TELEPORT CREATION   + + Teleports any created object or monster in you LOS to + any vacant space (except a home base) on the board, including normally + immobile objects such as Wall, Pit, Solid Stone, or Bushes. + + See also: TELEPORT , Teleporting creations with embedded creatures/objects and Giving Jolly a headache... . + + [ TARGETS TOKEN + MUST BE CREATION ] + + [ TARGETS SPACE + MUST BE EMPTY ] + + [ TELEPORT ] + + OBJECT   + + TELEPORT LOAD   + + This object may be placed anywhere in the board you + go to, or carried. It may be "On" of "OFF" (you + can switch it without picking it up). When it's ON, if any player or + monster tries to teleport, they end up in the same space as the LOAD. + If you secretly carry this, it is assumed to e "ON" unless + you announce otherwise. It must be OFF for you to teleport yourself. + Counteractable as a spell. + + See also: Empathy and Disease Revisited (Teleport Load) and Question about Teleport Load . + + NEUTRAL   + LOS   + + TELEPORT OBJECT   + + Allows you to teleport any moveable object (but not + players or monsters) up to 4 spaces, ignoring walls and other obstacles. + It may not be teleported to a home base. You must have LOS with the + object before you teleport it, not necessarily with its destination. + Object cannot currently be carried by another players. + + See also: TELEPORT and Giving Jolly a headache... . + + [ TARGETS TOKEN + MUST BE OBJECT ] + + [ TARGETS SPACE + CANNOT BE HOME-BASE + CANNOT BE BLOCKS-PASSAGERANGE 4  ] + + [ TELEPORT ] + + ATTACK   + LOS   + + TELEPORT OPPONENT   + + This spell lets you move opponent's piece to any square + on the board, excluding solid blocks of stone, but including otherwise + occupied spaces. + + FAQ: + If REFLECTED, opponent chooses where he wishes to send +you. You may finish your normal movement after he moves you (unlike a +regular TELEPORT). + + See also: TELEPORT . + + [ TARGETS TOKEN + MUST BE OPPONENT ] + + [ TARGETS SPACE + CANNOT BE HOME-BASE + CANNOT BE BLOCKS-PASSAGE ] + + [ TELEPORT ] + + ATTACK   + LOS   + + THIEF   + + This is not a spell. You may take on physical item from + any other player if you occupy the same square as him or her. The item + may not be a treasure. + + [ PHYSICAL ] + + [ TARGETS TOKEN + MUST BE OPPONENT ] + + NEUTRAL   + LOS   + + THORNBUSH   + + Creates a thornbush that permanently blocks an entire + square. Five points of damage will destroy it. If a player enters it, + his turn ends, he loses his following turn, and he takes one point of + physical damage from thorns. One cannot attack or be attacked while + in a bush, or attack through a bush. + + FAQ: + Could be punched from an adjacent square without damage to the + Wizard doing the punching. + + See also: Trapped in a thorny prison . + + [ TARGETS SPACE ] + + Creates a THORNBUSH token. + + [ BLOCKS-LOS ] + + [ FILLS-SQUARE ] + + Has Attack: + + [ DAMAGE EQUALS 1 POINT PHYSICAL ] + + [ TURN-ENDS ] + + Secondary effect:   + [ LOSE-TURN ] + + ATTACK   + LOS   + + THOUGHT STEAL   + + Remove and keep any two cards from an opponent's hand. + Includes displayed cards. + + See also: LOAD STONE . + + [ TARGETS TOKEN ] + + [ THOUGHT-STEAL ] + + ATTACK   + + THUMB OF GOD   + + Allows you to flip the die from a distance of no less + than six inches onto the board so as to hit playing tokens. whichever + space the tokens land closest to it where they must be located, including + tokens knocked off the board. There is no Counteraction against this + spell. + + FAQ: + If your set says this card is LOS, ignore that. It can be + aimed anywhere on the board. If you really, really hate this card, and you + own the set, remove it from the game. There has been a bit of confusion + about this card. It does NOT eliminate any pieces or players from the game. + If they are knocked off the board, you just put them back on at the space + which is nearest to the edge where they got knocked off. + + COMMENTARY: Also removed from our deck. + + [ THUMB-OF-GOD ] + + NEUTRAL   + + TIME WARP   + + This spell makes a number of turns zip by equal to the + NUMBER card played. This affects all duration-type spells by burning + up any turns left for the spell. Effects of active duration spells, + such as damage, still occur. No players can perform any action during + these lost turns (except INTERRUPT). The caster's turn then continues + as normal. + + [ DURATION EQUALS NUMBER CARD PLAYED ] + + [ TIME-WARP ] + + NEUTRAL   + LOS   + + TINY SWAP   + + This spell lets you swap any two items (uncarried), + people, monsters, or immovable created object, or any combination of + the same, as long as both are in your LOS! In the case of swapping a + person for a created wall, the person could end up in either square + adjacent to where the wall was, and vice-versa. Both objects, once swapped, + must still be in your LOS afterwards. + + FAQ: + Though not intended to be used this way, it is possible to use + TINY SWAP to move yourself, since you are in your own LOS. Yes, this is a + much more powerful version of TRADER. No, you may not put immovable objects + on a player's home base. + + See also: CREATE PIT and The Buck, Tiny Swap and Items . + + [ TARGETS TOKEN ] + + [ TARGETS TOKEN ] + + [ TINY-SWAP ] + + NEUTRAL   + LOS   + + TRADER   + + Swap any two items that are resting on the floor, both + within you line-of-sight. Does not overcome GLUE. Does not work on players + or monsters. + + FAQ: + If your Wizard is in LOS with 2 different objects which are resting + on the floor, you may swap their positions. The two items must be normally mobile objects, + not things like THORNBUSHES. + + [ TARGETS TOKEN + MUST BE OBJECT + OR TREASURE ] + + [ TARGETS TOKEN + MUST BE OBJECT + OR TREASURE ] + + TRAP   + + TRAP!   + + You fool! You just walked into an old trap. Display + immediately, lose your next turn and draw another card. + + [ LOSE-TURN ] + + NEUTRAL   + + UGLY   + + You momentarily become so ugly that all opponents in + L.O.S. retreat as far away as necessary to avoid L.O.S., along the shortest + path available. This happens during your turn. Passage through firewalls + and bushes blocks L.O.S. For multiple corridor choices, opponent rolls + D4 for random direction. Affects SHRUNK and INVISIBLE opponents. + + FAQ: + Not permanent, no. People move away even though it's not their turn. + This is instantaneous, no duration. It will affect all players in LOS. + Since it is cast on yourself, there is no "roll to hit" on players who are + INVISIBLE, SHRUNK, etc., if they are in LOS. Likewise, a Blinded person + cannot be affected by Ugly. + If you are stuck in a 1 square room with another player and he casts + UGLY on himself, nothing happens. I suppose you could throw up or + something, but there are no bad game effects. + Since UGLY is instantaneous, an opponent may certainly enter the UGLY + person's LOS after that person's turn, since he is no longer UGLY. Even + though most Counteractions are useless against UGLY, since it is cast on + oneself and not an opponent, it is still possible for an opponent to get + off a non-related Counteraction, like a Waterwall, just before UGLY forces + him to move, even casting past the UGLY person if desired. + + See also: FEAR and Conundrum... . + + [ TARGETS SELF ] + + [ UGLY ] + + NEUTRAL   + + VAMPIRE!   + + Allows you to change yourself into a bat for a duration + equal to the NUMBER card played. Your base movement is 7 spaces per + turn (including the turn you change into a bat), and your chances of + being hit by any attack are 1 in 4. You may not carry treasures or cast + spells. You can carry and use any other objects. You can attack the + other players for 2 points per bite, physical damage, once per turn. + The turn you change back, you can only move 3 spaces. + + See also: Can vampires fly? , Big Man/Vampire and how it relates to New Card Classes , Big Man & Vampire! and Janitor on Animated Treasure . + + [ TARGETS SELF ] + + [ DURATION EQUALS NUMBER CARD PLAYED ] + + [ VAMPIRE ] + + Has Attack: + + [ DAMAGE EQUALS 2 POINTS PHYSICAL ] + + Has Counteraction: + + [ INTRINSIC ] + + [ RELIABILITY 75 % ] + + [ ALL BLOCKED ] + + [ ATTACKER NOT HURT ] + + Has special ability: + + [ FLIGHT ] + + OBJECT   + + VISIONSTONE   + + POWER: Allows vision through one wall (any type) or + door. Only functions when YOU want it to. L.O.S. spells can be used. + This card will not work with the UGLY spell, as opponent cannot see + you. This card is permanent. Display when used. + + FAQ: + We've said this before; you can't DRAG a solid object through a wall. Generally, this applies to some other spells, too. VISIONSTONE allows you to cast through a wall, but it + does not allow solids to pass through. You can still, of course, create objects and monsters on the other side of a wall; it's the spell that goes through the wall, not the object that + you are creating! VISIONSTONE works fine on doors, but not SOLID STONE. It will not help you see through other LOS-blocking things, such as a THORNBUSH or + DUSTCLOUD. REFLECTED spells will not get back to you, as the person doing the REFLECTING cannot see through the wall. + If you are using Visionstone and are shooting a spell diagonally so that it just clips the corner of the wall, passing through the corner counts as going through 2 walls (the + line-of-sight line does actually pass through both walls that intersect at a corner), thus, the Visionstone would not work here. + + COMMENTARY: + Note that the FAQ is inconsistent in the ruling between REFLECTION and VISIONSTONE vis-a-vis + the affect of altering the LOS capabilities of the caster. We play VISIONSTONE per the + interpretation of AROUND THE CORNER, where reflected attacks return to the caster, as + they are modified by all of the LOS-enhancements that were placed on the original attack. + + See also: ASTRAL PROJECTION , REFLECTION , The power of Vision Stone, XRay Vision, astral projection and Visionstone while blinded . + + [ OBJECT ] + + [ STONE ] + + [ REUSABLE ] + + [  + MUST BE LOS ] + + [ MODIFIER: XRAY 1  ] + + ATTACK   + LOS   + + WALKING DEAD   + + Opponent takes 1/2 point of damage for every space moved. + BLOODSTONE will nullify this spell. This spell is permanent. + + FAQ: + FULL SHIELD and REFLECTIONS have no effect on this after it's + started, as they only work when a spell is first cast, not on subsequent + effects of the spell. WALKING DEAD works on folks that are flying, as well. + + See also: Protocols of play (Yet another ruling discussion) . + + [ TARGETS TOKEN ] + + [ DURATION EQUALS NUMBER CARD PLAYED ] + + [ WALKING-DEAD ] + + NEUTRAL/COUNTERACTION   + LOS   + + WALL OF FIRE   + + Creates a barrier of fire across any corridor. passing + through it does four points of magical damage. As counteraction, it + will stop a waterbolt. Duration equals NUMBER card played. + + FAQ: + This blocks LOS, even for a FIRE IMP. WALL OF FIRE does not + destroy Magic Stones as a FIREBALL does. Damage done by a WALL OF FIRE is + not considered an attack on you, thus REVERSE has no effect on the damage. + You may NOT cast it on top of an ILLUSION WALL, as that violates the rule + about creating an object in an occupied space. + + See also: Waterwall vs Wall of Fire . + + When used as Neutral: + + [ TARGETS EDGE + MUST BE EMPTY ] + + [ DURATION EQUALS NUMBER CARD PLAYED ] + + Creates a FIRE-WALL token. + + [ BLOCKS-LOS ] + + Has Attack: + + [ FIRE-BASED ] + + [ DAMAGE EQUALS 4 POINTS ] + + When used as Counteraction: + + [  + MUST BE WATER-BASED ] + + [  + CANNOT BE PHYSICAL ] + + [ ALL BLOCKED ] + + [ ATTACKER NOT HURT ] + + NEUTRAL   + LOS   + + WALL OF FOG   + + Creates a wall of fog which allows movement but not + LOS through it. It is permanent until destroyed or dispelled. Wall of + Fire and Wall of Fog will destroy one another. Fireball and Waterwall + will dispel it (but Fireball would lose all effectiveness, while Waterwall + would not). + + [ TARGETS EDGE + MUST BE EMPTY ] + + Creates a WALL-OF-FOG token. + + [ BLOCKS-LOS ] + + NEUTRAL   + LOS   + + WALL OF GLASS   + + Creates a glass wall which allows LOS but not movement + through it. It is permanent until destroyed. A single attack doing 6 + points of damage or multiple attacks doing 10 points of damage will + shatter it. Spells may be directed at the wall or through it. + + [ TARGETS EDGE + MUST BE EMPTY ] + + Creates a WALL-OF-GLASS token. + + [ HIT-POINTS EQUALS 10  ] + + [ BLOCKS-PASSAGE ] + + Has Counteraction: + + [ CURRENT-VALUE-OF-ATTACK  AT LEAST 6 ] + + [ INTRINSIC ] + + [ EFFECTS EQUAL CURRENT-VALUE-OF-ATTACK  PLUS 4  ] + + [ ATTACKER NOT HURT ] + + NEUTRAL   + + WARD   + + When a player picks up one of your treasures, you may + play at that time (out of turn) this card in him, signifying that he + has set off a trap that you set on one of your own treasures (you need + not specify) which one). Causes 3 points magical damage. Counteractions + against WARD have no effect against the caster of WARD, but otherwise + work as written. + + FAQ: + This is to be played when a player picks up a treasure, you can't use + it after a player has been carrying a treasure. + + See also: Damage: physical or magical? . + + [ DAMAGE EQUALS 3 POINTS ] + + [ MODIFIER: COWARDS-ATTACK ] + + OBJECT   + LOS   + + WARP STICK   + + This wand makes on section (one space long) of wall + disappear during your turn, reappearing at the end of your turn. The + magic wand has a number of charges equal to the NUMBER card played with + it the first time it is used. Discard it after all the charges are used + up. Only one charge may be used each turn. + + [ OBJECT ] + + [ STICK ] + + [ CHARGES EQUALS NUMBER CARD PLAYED ] + + [ TARGETS EDGE + CANNOT BE EMPTY ] + + ATTACK   + LOS   + + WATERBOLT   + + Does magical damage equal to the accompanying NUMBER + card, or knocks opponent back of squares equal to the NUMBER card, or + a combination thereof, as chosen by the caster. + + See also: Waterbolt + Reflection: Who decides? and Damage: physical or magical? . + + [ TARGETS TOKEN + MUST BE OPPONENT ] + + [ WATER-BASED ] + + [ DAMAGE EQUALS NUMBER CARD PLAYED ] + + NEUTRAL/COUNTERACTION   + LOS   + + WATERWALL   + + The moment you create it, it collapses, washing away + any player within two spaces back two spaces (including the caster). + If a player can't go straight back two spaces, he takes one point of + physical damage per space he cannot move. Acts as counteraction to FIREBALL + or WALL OF FIRE. Has no effect on another wall. + + FAQ: + If used as a Counteraction against a fire-based spell, it still + washes Wizards back 2 spaces if in range. The movement of a WATERWALL does + not constitute a Counteraction, that is, if the backwash from a WATERWALL + would wash you out of LOS of a non-fire-based Attack, it doesn't move you + fast enough to prevent damage. Its effect against fire is based on the fact + that it suddenly appears right in front of the FIREBALL or on top of the + WALL OF FIRE. It need not be cast the same turn as WALL OF FIRE to destroy + it. + This of course implies that in this case you can create an object + where one already exists. Since this is explicitly defined on the card, it's + okay (since cards overrule the rules). + WATERWALL pushes away from the point of creation, so players on + opposite sides are pushed opposite directions. You could conceivably use it + just to move yourself an extra 2 spaces during a turn, if you like. If you + are in a space with another player and you use a WATERWALL, you are both + moved the same direction. Waterwall will NOT move you around corners; you + smack into the wall at the corner instead. If used on Handful of Tacks, they + are removed entirely from the board, not just washed back. + The Waterwall itself WILL move around corners, even though it won't push + people around corners, so if someone is within the 2 space range around a corner, + the Waterwall will still get them. + + COMMENTARY: + Contrary to the FAQ, we play that a WATERWALL used as a counteraction + against a fire-based spell does NOT create a WATERWALL. + + See also: MIST-BODY , Pass through wall + waterwall , Waterwall vs Wall of Fire , Waterwall and Pass the Buck and Damage: physical or magical? . + + When used as Neutral: + + [ TARGETS EDGE + MUST BE EMPTY ] + + [ WATERWALL: 2  ] + + When used as Counteraction: + + [  + MUST BE FIRE-BASED ] + + [ ALL BLOCKED ] + + [ ATTACKER NOT HURT ] + + ATTACK   + LOS   + + WEAKNESS   + + Opponent drops any treasure carried, and takes 2 times + normal damage from any point-type spells or physical attacks. Duration + of this spell equals NUMBER card played. Opponent cannot carry treasure + for this duration. WEAKNESS and STRENGTH cancel each other. + + [ TARGETS TOKEN + MUST BE OPPONENT ] + + [ DURATION EQUALS NUMBER CARD PLAYED ] + + [ WEAKNESS ] + + NEUTRAL   + + WEREWOLF   + + This spell lets you turn yourself into a large, hairy + werewolf. You normal movement increases to 4, and you do 1 to 4 points + of physical damage with a punch (roll the die). However, you may not + cast spells except for counteractions or magical items. You may still + carry items and use NUMBER cards for movement. You may remain a Werewolf + as long as you wish, but changing back stops spell. + + See also: Janitor on Animated Treasure . + + [ TARGETS SELF ] + + [ VOLITIONAL ] + + [ WEREWOLF ] + + ARTIFACT   + + WINGS OF MERCURY   + + Lets you perform actions even after picking up an object. + Display immediately. + + ATTACK   + + WIZARDBLADE   + + Does magical damage equal to the NUMBER card played. + Does NO damage without a NUMBER card. Must be on same square as opponent + to attack.. If target fills an entire square, you must be in an adjacent + square to use. Permanent. Display when used. + + FAQ: + This is most certainly an object. However, the damage it does + is like a spell attack, but since it is any object, ABSORB SPELL has no + effect on it. REFLECTIONS will work, putting magical damage back upon the + user. NO SPELL would stop WIZARDBLADE for its duration. + You have to supply a new Number card each time you use Wizardblade. + You have to discard each Number card as it's used in each attack. + + See also: AMPLIFY and FULL SHIELD . + + [ OBJECT ] + + [ TARGETS TOKEN + MUST BE OPPONENT ] + + [ DAMAGE EQUALS NUMBER CARD PLAYED ] + + NEUTRAL   + + X-RAY VISION   + + Allows LOS through any two walls to cast any one spell. + + See also: The power of Vision Stone, XRay Vision, astral projection . + + [  + MUST BE LOS ] + + [ MODIFIER: XRAY 2  ] + + \ No newline at end of file diff --git a/research/cards-6e.md b/research/cards-6e.md new file mode 100644 index 0000000..ccb2482 --- /dev/null +++ b/research/cards-6e.md @@ -0,0 +1,323 @@ +# Wiz-War — Chessex-era Card List (6th edition focus) + +Compiled 2026-08-15 from archived copies of Tom Jolly's official site (wizwar.com, via the +Wayback Machine), BoardGameGeek version/expansion pages, and a BGG forum thread on the 6th +edition deck. See `cards-sources.md` for full source notes and links. + +## How to read this file + +- **All effect summaries below are PARAPHRASED** (condensed into my own words from the + official card database that Jolly Games hosted at wizwar.com). They capture the mechanics + (numbers, durations, interactions) but not the exact card wording. For **verbatim text**, + use the archived per-card scans and the archived card-reference page linked in + `cards-sources.md` — every card in the Basic/Exp1/Exp2 lists below has a scan there. +- "NUMBER" = one of the deck's number cards (2–6) played alongside the spell, used for + damage, duration, charges, etc. +- Types used on the cards: **Attack**, **Counteraction**, **Neutral**, **Neutral/Counteraction**, + **Trap** (goes off when drawn), **Special** (out-of-turn cards), **Object** (physical items: + daggers, magic sticks/wands, magic stones), **Artifact** (Expansion 2 only), **Number**. + "LOS" = requires line of sight. + +### Edition / expansion map (what actually existed in the Chessex era) + +| Product | Year | Cards | Notes | +|---|---|---|---| +| Wiz-War 5th edition (Chessex) | 1991 | ~121 (unconfirmed) | Same small box as Jolly Games 4th ed | +| **Wiz-War 6th edition (Chessex)** | 1993 | **125** (box states) | Big blue box, Phil Morrissey art. Adds a few cards to the 5e base deck (Speedstone, Bomb; Dispel Creation moved into the base deck per Jolly's FAQ) | +| Wiz-War Expansion Set #1 | orig. 1988 (Jolly Games); Chessex "third edition" 1993 (purple box) | 75 | 2 new boards, 2 token sheets, monsters + magic sticks. This is the expansion Chessex sold alongside 6th ed | +| Wiz-War Expansion Set #2 | orig. 1991; last printing 1993 | 85 | Adds the 16 **Artifacts**, "Mad Wizard" rules listing. Marketed as compatible with 5th ed and earlier; most of its content (esp. Artifacts) was never folded into Chessex 6e/7e printings, but the non-artifact Exp2 spells circulate in all fan lists | +| Wiz-War "classic edition" (7th) | 1997 | 130 (box states: spells, stones & hazard cards) | Same blue-box trade dress; base deck grew by 5 cards vs 6e — exact delta not documented online | + +The official wizwar.com card database tags every card as **Basic / 1st / 2nd** (i.e. base +deck, Expansion #1, Expansion #2). That tagging reflects the 5th-edition product line, but +per the site's own commentary the "Basic" list matches the 6th-edition base deck (it +includes Speedstone, which Jolly's notes flag as a 6e addition). Two placement caveats are +flagged inline below. + +### Known quantities + +Per-card quantities are the big documentation gap — no online source gives a full count. +What is known: + +- 6e base deck totals **125** cards (box); one unpunched copy examined in the BGG thread + had 121, apparently short 5 cards and over 1. +- From that thread's comparison: **Blunt x2, Create Wall x2, Brainstorm/Brainstone x1, + Dagger x1, Drag x1** in the 6e deck. +- 68 unique non-number cards in the base list + number cards 2–6 must total 125, so the + deck holds roughly 30–55 duplicate/number cards (number cards are the bulk of the + duplication). +- Exp1 = 75 cards over 55 unique names; Exp2 = 85 cards over ~88 unique names (72 spells + + 16 artifacts — so either some names were uncounted in the box total or a few cards + shipped elsewhere; unresolved). + +Quantities below are `?` unless noted. **Fill these in by photographing the physical deck.** + +--- + +## Base game (6th edition "Basic" deck — 68 unique cards + number cards) + +All entries paraphrased; edition described by source: 5th/6th ed (official Jolly Games DB). + +| Card | Type | Qty | Effect (paraphrased) | +|---|---|---|---| +| Absorb | Counteraction | ? | Soaks up to 3 points of one attack's point damage; useless vs duration effects | +| Absorb Spell | Counteraction | ? | Cancel one spell aimed directly at you and add it to your hand (not number cards; works even on counteractions) | +| Add | Neutral | ? | Combine two number cards for a single action | +| Amplify | Neutral | ? | Doubles one point- or duration-based spell; two together quadruple | +| Anti-Anti | Counteraction | ? | Cancels a counteraction that directly countered an attack (not escape effects like Teleport/Invisible) | +| Around the Corner | Neutral | ? | Lets one LOS spell bend around a single corner (up to 180°) | +| Blind | Attack, LOS | ? | Target rolls d4 for direction on every move/throw/cast (self-cast spells exempt); duration = NUMBER | +| Bloodstone | Object (Stone) | ? | Permanent: every attack against you does 1 less point (negates Slow Death) | +| Blunt | Counteraction | 2 | Halves damage done to you, rounding up; works on point, duration, or physical damage | +| Brainstone | Object (Stone) | 1 | Draw 2 cards immediately; your hand limit rises to 9; permanent, displayed | +| Buddy | Neutral, LOS | ? | Target may not attack you until you attack them; permanent until then | +| Card Erasure | Attack, LOS | ? | Name a card; opponent discards it if held (counts as your attack regardless) | +| Create Wall | Neutral, LOS | 2 | Adds a permanent one-square wall section | +| Dagger | Object/Attack, LOS | 1 | Thrown for 3 physical damage (no stabbing); anyone may pick it up after | +| Destroy Wall | Neutral, LOS | ? | Demolishes one wall section (doors included); 4 physical damage to anyone adjacent | +| Drag | Neutral, LOS | 1 | Pulls a movable object (incl. wizards/monsters per FAQ) toward you until blocked or in your square | +| Drop Object | Attack, LOS | ? | Opponent drops one object of your choosing | +| Extend | Neutral | ? | Doubles a duration spell's length; play when the spell is cast | +| Fill Square with Stone | Neutral, LOS | ? | Turns one empty square into solid stone (not a wall; not on home bases) | +| Fireball | Attack, LOS | ? | 5 magical damage; if any damage gets through, target's magic stones are destroyed | +| Full Reflection | Counteraction | ? | Sends a spell cast at you entirely back at its caster | +| Full Shield | Counteraction | ? | Stops any spell attack completely (not physical attacks) | +| Go Away | Attack, LOS | ? | Target is driven NUMBER spaces away (as straight as possible) and loses their turn | +| Illusion Wall | Neutral, LOS | ? | Fake wall; each opponent has a 50% chance to be fooled — for them it behaves as real | +| Invisible | Neutral/Counteraction | ? | You vanish; attackers roll d4 direction to find you; duration = NUMBER | +| Jam Lock | Neutral, LOS | ? | Permanently jams one door's lock — nobody (you included) can use it | +| Large Rock | Object/Attack, LOS | ? | Thrown for 2 physical damage; thrower can retrieve and rethrow | +| Lightning Blast | Attack, LOS | ? | NUMBER magical damage plus a stun (target loses a turn unless all damage is stopped) | +| Lock in Place | Attack, LOS | ? | Target cannot move or be moved (even teleport); can still cast; duration = NUMBER | +| Master Key | Object | ? | Opens any door (relocks behind you); reusable; must be adjacent; beaten by Jam Lock | +| Medusa | Attack, LOS | ? | Target is petrified: no movement or casting, but immune to damage; duration = NUMBER | +| Mist-Body | Neutral | ? | Become mist: pass through all but stone; can't attack or be attacked (fire still hurts); duration = NUMBER | +| No Spell | Attack, LOS | ? | Target may cast nothing (stone powers exempt); duration = NUMBER | +| Pass Through Wall | Neutral | ? | Step through one wall (works on fire and illusion walls) | +| Pick Lock | Neutral | ? | Opens an adjacent locked door; it relocks after you pass | +| Power Drain | Attack, LOS | ? | Transfer NUMBER life points from opponent to yourself | +| Power Run | Neutral | ? | Spend life points for extra movement, 1 point per space | +| Powerstone | Object (Stone) | ? | Permanent: every number card you play counts +1 | +| Powerthrust | Attack, LOS | ? | Telekinetic hit: 2 magical damage plus optional NUMBER | +| Reflection | Counteraction | ? | Splits a point/duration spell 50/50 between you and its caster (round up) | +| Relocate Sector | Neutral | ? | Move (don't rotate) one board sector; the map must stay connected | +| Remove Lock | Neutral | ? | Permanently unlocks one adjacent door | +| Reuse Spell | Neutral/Counteraction | ? | Take a spell you just cast back into your hand (not its number card) | +| Reverse | Counteraction | ? | A point-based magical attack heals you instead of hurting; side effects still apply | +| Rotate Sector | Neutral | ? | Rotate one board sector 90° | +| Shadowstone | Object (Stone) | ? | Permanent: physical damage you inflict is added to your own life points | +| Shieldstone | Object (Stone) | ? | Permanent: spend a number card as a counteraction, reducing an effect by its value | +| Shrink | Neutral | ? | You shrink: attackers miss 50% of the time, your movement drops to 2; duration = NUMBER | +| Slow | Attack, LOS | ? | Target moves 1/turn (no boosts) and attacks only every other turn; duration = NUMBER | +| Slow Death | Attack, LOS | ? | Permanent curse: 1 magical damage each time target draws a card | +| Soulstone | Object (Stone) | ? | Permanent: your last 3 life points can only be lost to physical damage | +| Speed | Neutral | ? | Grants one extra turn (play before drawing at end of turn) | +| Speedstone | Object (Stone) | ? | Permanent: +1 movement rate. *Flagged in Jolly's notes as a 6th-edition addition* | +| Stone Dead | Attack, LOS | ? | Magical damage = NUMBER x the count of magic stones the target carries | +| Sudden Death | Attack | ? | 10 magical damage to one person or object | +| Swap | Attack | ? | Exchange positions with any other character; replaces your movement | +| Telepath | Attack | ? | Look through one player's hand, once | +| Teleport | Neutral/Counteraction | ? | Jump up to 4 spaces ignoring walls; ends your movement; as a counter it dodges an attack | +| Teleport Opponent | Attack, LOS | ? | Relocate an opponent to any square except solid stone | +| Thornbush | Neutral, LOS | ? | Fills a square; entering ends the turn, costs the next one, and pricks for 1; 5 damage kills it | +| Thought Steal | Attack | ? | Take two cards of your choice from an opponent (displayed cards included) | +| Trap! | Trap | ? | Goes off when drawn: display it, lose your next turn, draw a replacement | +| Ugly | Neutral | ? | Instantly, everyone in your LOS must retreat until out of LOS | +| Visionstone | Object (Stone) | ? | Permanent: see (and cast) through one wall or door whenever you choose | +| Wall of Fire | Neutral/Counteraction, LOS | ? | Fire barrier across a corridor: 4 magical damage to cross; counters a Waterbolt; duration = NUMBER | +| Waterbolt | Attack, LOS | ? | NUMBER points split as you choose between magical damage and knockback squares | +| Waterwall | Neutral/Counteraction | ? | Flash flood: everyone within 2 squares is washed 2 back (1 damage per blocked square); counters fire spells | +| Wizardblade | Object/Attack | ? | Permanent melee weapon: same-square attack for NUMBER magical damage per use | +| **Number "2"** | Number | ? (multiple) | Powers movement or spells | +| **Number "3"** | Number | ? (multiple) | " | +| **Number "4"** | Number | ? (multiple) | " | +| **Number "5"** | Number | ? (multiple) | " | +| **Number "6"** | Number | ? (multiple) | " | + +Note: there is **no "1" number card** in the official list — numbers run 2 through 6. + +--- + +## Expansion Set #1 (55 unique names, 75 cards total) + +Chessex sold this as "Wiz-War Expansion #1" (purple box, 1993) for use with the 6th +edition. Adds monsters, magic sticks (wands), and 2 boards. + +| Card | Type | Qty | Effect (paraphrased) | +|---|---|---|---| +| Adrenaline | Neutral | ? | Self-cast: two attacks per turn for NUMBER turns | +| Alter Ego | Neutral | ? | A stationary duplicate of you that can cast spells from your hand; any damage destroys it | +| Big Man | Neutral | ? | You swell to fill the corridor: can't be passed or entered, push adjacent figures ahead of you; Shrink cancels; duration = NUMBER | +| Blaster Stick | Object/Attack, LOS | ? | Wand: 3 magical damage per charge, charges = NUMBER, one shot per turn; discard when empty | +| Boobytrap | Neutral | ? | Place 4 face-down tokens, one live: crossing the live one costs 4 physical damage (caster immune) | +| Chaos | Attack | ? | All hands are pooled and dealt back randomly, same counts as before | +| Create Door | Neutral, LOS | ? | Adds a permanent locked door to a wall or corridor | +| Create Pit | Neutral, LOS | ? | Pit: jumpers fall on a d4 roll of 1 (2 damage); climbing out needs 1–2 on later turns | +| Create Skeleton | Attack, LOS | ? | Monster: move 3, punches for 2, takes 4 damage to destroy | +| Create Troll | Attack, LOS | ? | Monster: move 3, d4 punch, 6 hp, regenerates 1/turn; can't carry | +| Create Wraith | Attack, LOS | ? | Monster: move 3, phases through one wall/turn, touch does 2 damage + steals a random card; 4 hp | +| Deja-Vu | Neutral | ? | Search the discard pile and take any one card | +| Democratic Monster | Attack | ? | Monster every player may move 3 on their own turn; 2-point claw; 5 hp | +| Disease | Attack | ? | You become a carrier: entering another player's square deals them 3 physical; duration = NUMBER | +| Dispel Creation | Neutral, LOS | ? | Un-creates any created object or creature. *Also included in the 6e base deck per Jolly's FAQ* | +| Dust Cloud | Neutral | ? | Permanent obscuring cloud in one square; anyone inside rolls d4 direction for moves/casts; blocks LOS | +| Empathy | Counteraction | ? | Any attack on you also strikes its caster; duration = NUMBER | +| Fear | Neutral | ? | Self-cast aura: nobody (even through walls) may come within 3 squares, and those inside must flee; duration = NUMBER | +| Fill Square with Slime | Neutral, LOS | ? | Gel cube: entering ends the turn; spells cast at it stick and ambush the next visitor; washed away by water | +| Fire Imp | Attack, LOS | ? | Stationary imp: 2 fire damage to anyone in its LOS each turn (creator included); killed only by water | +| Gift from Below | Trap | ? | Goes off when drawn: take 3 magical damage (counteractable), then redraw | +| Gift from God | Instant | ? | Gain 3 life points immediately, even above your starting total | +| Glue | Neutral, LOS | ? | An object can't be picked up by others for 2 x NUMBER turns | +| Handful of Tacks | Object, LOS | ? | Not a spell: tacks fill a square, 3 damage to cross; two turns to sweep up; water clears them | +| Heave-Ho | Attack | ? | Hurl a carried treasure; physical damage equals squares thrown; self-cast, so no reflection | +| Idiot | Attack | ? | Target must beeline to their nearest own treasure, doing nothing else but counteractions | +| Illusionary Attack | Attack, LOS | ? | Fake any attack spell; each victim has a 50% chance to believe it and suffer it | +| Interrupt | Special | ? | Freeze the game at any moment and resolve one of your spells first | +| Killer Ooze | Neutral | ? | Acid slick on a floor square: 1 damage to enter and a d4 chance (1–2) to fall for 2 more; only fire kills it | +| Lifesaver | Neutral | ? | You can no longer lose by both treasures being captured; permanent | +| Mad Dash | Neutral | ? | Double your total movement this turn; you can't carry treasure while dashing | +| Mental Force | Attack, LOS | ? | Move an opponent 3 spaces wherever you dictate | +| Mental Swap | Attack | ? | Exchange entire hands with another player | +| Opportunity Fire | Special | ? | Make your attack during another player's turn (they finish any spell in progress first) | +| Permawarp | Neutral | ? | Two linked warp tokens anywhere (not home bases); moving between them costs 1 space | +| Power Attack | Neutral | ? | Burn your own life points to add to a damage spell's total | +| Remove Curse | Neutral/Counteraction | ? | Strips a duration or permanent spell effect off a target, even after it has begun | +| Rewarp | Neutral | ? | Reroute two of the board's outside sector exits to connect to each other | +| Rosebush | Neutral | ? | Permanent bush filling a square: 3 damage to push through; blocks LOS | +| Safe | Neutral, LOS | ? | Locks an item inside an immovable safe (15 damage to smash; lock cards work on it) | +| Shadow | Neutral | ? | A double that moves 3, punches, and carries — but costs you 1 life per turn; any damage kills it | +| Shift Stick | Object/Attack, LOS | ? | Wand: shove target one space any direction — even through a wall; charges = NUMBER | +| Sticky Stick | Object/Attack, LOS | ? | Wand: webs a target (-3 movement, +2 damage if burned); charges = NUMBER | +| Stone to Water | Neutral | ? | A wall becomes a strength-2 waterwall; a solid stone block a strength-4 one | +| Strength | Neutral | ? | Your physical damage doubles and you can wrestle treasures away; duration = NUMBER | +| Swap Home Bases | Neutral, LOS | ? | Trade home bases with a player in LOS (treasure counts must match) | +| Swap Meet | Attack | ? | Force a one-for-one trade of carried items with another player | +| Swarthmore's Enchantment | Neutral | ? | Permanently adds 1 magical damage to a physical object's attacks | +| Thief | Attack | ? | Not a spell: take one non-treasure item from a player sharing your square | +| Thumb of God | Attack | ? | Physically flick the die onto the board; tokens it hits move to where they land; no counter | +| Trader | Neutral | ? | Swap the positions of two loose floor items in your LOS | +| Walking Dead | Attack, LOS | ? | Permanent curse: half a point of damage per space the target moves (Bloodstone negates) | +| Ward | Neutral | ? | Pre-set trap on your own treasure: 3 magical damage to whoever picks it up (played out of turn) | +| Warp Stick | Object | ? | Wand: one wall section vanishes for the rest of your turn; charges = NUMBER | +| Weakness | Attack | ? | Target drops treasure, takes double damage, and can't carry treasure; duration = NUMBER | + +--- + +## Expansion Set #2 (72 unique spell names + 16 Artifacts; 85 cards total) + +Boxed for 5th edition and earlier; most of this content — especially the Artifacts — never +shipped in a Chessex 6e/7e box, but the non-artifact spells are part of the standard fan +card pool and some (Bomb; possibly others) were folded into the 6e/7e base decks. + +| Card | Type | Qty | Effect (paraphrased) | +|---|---|---|---| +| Alter Reality | Neutral | ? | Replace the board you stand on with an unused one, flipped, random orientation; tokens keep relative positions | +| Animate Object | Neutral, LOS | ? | A non-living movable object obeys you, moving 2/turn; 1 damage breaks the spell; Glue cancels | +| Astral Projection | Neutral | ? | Cast one of your LOS spells anywhere on the board; reflections can't reach you | +| Blink | Attack/Counteraction, LOS | ? | Target teleports randomly 1–4 spaces each of your turns for NUMBER turns; self-cast as a dodge | +| Bomb | Trap | ? | Goes off when drawn: 3 physical damage to everything within 4 squares (around corners, not walls). *Jolly's notes call this a 6th-edition card* | +| Brain Drain | Attack | ? | Target discards NUMBER random cards (lost stones are discarded, not dropped) | +| Burden | Attack, LOS | ? | 1 damage per stick, stone, monster, or artifact the target controls | +| Cease-Fire | Attack | ? | No attacks by anyone (monsters included) for one full round | +| Clone | Counteraction | ? | On dying to damage, reappear at your home base with 7 hp and an empty hand | +| Control Creation | Neutral, LOS | ? | Permanently seize control of someone else's created creature | +| Create Big Black Bat | Attack, LOS | ? | Flying monster: move 10, 1-point bite, 2 hp; can fetch one small item | +| Create Familiar | Attack, LOS | ? | Cat: hp = NUMBER, 2-point attack, move 4, secretly carries one spell to cast later | +| Create Ghoul | Attack, LOS | ? | Monster: 5 hp, move 3; each turn claw for 2 or grow +1 hp or speed | +| Create sub-Wizard | Attack, LOS | ? | Mini-wizard: 6 hp, move 3, casts a 3-point firebolt each turn (which shatters stones); carries nothing | +| Crossbow | Object/Attack | ? | 3 physical damage per bolt; bolts = NUMBER on first shot | +| Curse of the Litter Bug | Attack, LOS | ? | Permanent: 2 magical damage every time target drops or throws an item | +| Curse of the Monster Musk | Attack, LOS | ? | Cursed player attracts every mobile monster; the curse passes by LOS, can't be discarded | +| Decoy | Neutral | ? | Invisible duplicate travels with you; attacks have a 50% chance to hit it instead (2 life to keep it after a hit) | +| Disguise Magic | Neutral, LOS | ? | Your attack is played face-down; defender must commit a counteraction before seeing it | +| Door-to-Door | Neutral | ? | Links two existing doors into a matched warp pair (A-A / B-B) | +| Double Back | Counteraction | ? | Reflects a point/duration spell at its caster at double power | +| Double Barrel | Neutral, LOS | ? | Splits one attack into two half-strength hits that must be countered separately | +| Exploding Door | Neutral, LOS | ? | Blow a door outward: 3 physical damage in LOS on the far side; leaves an open passage | +| Exploding Energy | Attack | ? | Target's number cards detonate: discard them all, damage = half their sum | +| Featherweight | Counteraction | ? | Damage to you becomes knockback instead, 1 space per point; duration = NUMBER | +| Fighterstone | Object (Stone)/Attack | ? | Permanent: your punches do d4 damage | +| Fill 'er Up | Neutral | ? | Refill your hand to the limit immediately; doesn't end your turn | +| Firefly Stick | Object/Attack | ? | Wand: spawn up to NUMBER fireflies, each move 5 and burn for 1; any damage kills one; water sweeps them | +| Fit of Frenzy | Trap | ? | Goes off when drawn: drop your treasure and go attack somebody before resuming normal play | +| Flame On | Neutral | ? | Ignite yourself: 2 self-damage/turn buys a 4-point fireball each turn and fire immunity; water snuffs it | +| Flight | Neutral | ? | Fly over floor hazards, monsters, and players; duration = NUMBER; Remove Curse drops you for d4 | +| Full Shield | Counteraction | ? | (second printing of the base-deck card) | +| Geas | Attack, LOS | ? | A monster turns on its own creator and hunts them until dead | +| Ghost | Attack or Neutral | ? | Target (or you) becomes intangible for NUMBER turns: walks through anything, immune to physical, carries nothing | +| Hard Cell | Neutral | ? | Add 3 charges to a wand, or 2 turns to an active duration spell | +| Healthstone | Object (Stone) | ? | Permanent: recover 2 life on any turn you don't move (max 15) | +| Hotfoot | Attack | ? | Target takes 1 damage per square short of 4 they move each turn; duration = NUMBER | +| Howling Vacuum | Neutral | ? | Everything movable in your sector is sucked 1 space toward you (shortest walking path) | +| Hypnosis | Attack, LOS | ? | Puppet an opponent's entire next turn (using at most 3 of their cards; no self-harm) | +| It | Attack, LOS | ? | Tag: whoever is "It" takes 1 damage at end of each of their turns; pass it by touch | +| Janitor | Neutral | ? | Sweep away every board token within 2 squares (walls' rubble included) except players and treasures | +| Klutz | Trap | ? | Goes off when drawn: drop everything you're carrying, then redraw | +| Load Stone | Object (Stone), cursed | ? | Dead weight you cannot discard; hand it off by entering someone's square (an attack) | +| Monster Bane | Attack, LOS | ? | Destroy one monster and add its remaining hp to your own | +| Mundane | Attack | ? | Target discards every magical card in hand (mundane items like Dagger stay) | +| Negate Neutral | Special/Counteraction | ? | Cancels a neutral spell at the moment it's cast; targets the spell, so shields/reflections don't apply | +| Pass the Buck | Neutral, LOS | ? | Immense 10-hp buck blocks a corridor; any player may nudge it 1 space on their turn | +| Pick Lock | Neutral | ? | (second printing of the base-deck card) | +| Psychic Storm | Attack, LOS | ? | NUMBER magical damage to the target square and all adjacent squares, through walls | +| Public Funds | Neutral | ? | All treasures permanently become ownerless — any two on your base win; nobody can lose by treasure placement | +| Push Object | Neutral | ? | Shove a loose floor object away from you until it hits something; 2 physical damage on impact | +| Random's Card | Number | ? | A wildcard number: roll d4 and add 2 (yields 3–6) | +| Reflection | Counteraction | ? | (second printing of the base-deck card) | +| Rejuvenation | Neutral | ? | Heal yourself NUMBER points, up to your 15 maximum | +| Ricochet | Neutral | ? | Bounce an LOS spell around two 90° corners | +| Shatter | Neutral | ? | Quadruples an attack's damage against any non-player target (walls, monsters, bushes) | +| Shock Wave | Attack | ? | NUMBER magical damage and the target drops everything (into the square behind them) | +| Spell Stone | Object (Stone) | ? | Permanent: draw 3 cards per turn instead of 2 | +| Sticks and Stones | Attack, LOS | ? | Damage = (target's magic sticks + stones) x NUMBER | +| Sucker | Attack, LOS | ? | The treasure the target carries proves fake and returns to its starting square | +| Super-Dodge | Counteraction | ? | Dodge any one physical attack outright; 50% chance to dodge an LOS spell | +| Swap Sectors | Neutral | ? | Exchange the positions of any two board sectors (no rotation) | +| Teleport Creation | Neutral, LOS | ? | Send any created object or monster — even immobile ones — to any vacant square | +| Teleport Load | Object | ? | Placeable beacon: while ON, every attempted teleport lands on it instead | +| Teleport Object | Neutral, LOS | ? | Teleport an uncarried movable object up to 4 spaces through obstacles (not to home bases) | +| Time Warp | Neutral | ? | NUMBER turns elapse instantly, burning down every active duration spell | +| Tiny Swap | Neutral, LOS | ? | Exchange any two things in your LOS — items, people, monsters, even fixed creations | +| Vampire! | Neutral | ? | Bat form: move 7, hit only 1 time in 4, 2-point bite, no treasures or spells; duration = NUMBER | +| Wall of Fog | Neutral, LOS | ? | Permanent fog wall: blocks LOS but not movement; fire and it destroy each other | +| Wall of Glass | Neutral, LOS | ? | Permanent glass wall: blocks movement but not LOS; 6 damage at once (or 10 cumulative) shatters it | +| Werewolf | Neutral | ? | Wolf form at will: move 4, d4 punch, casting limited to counteractions and items | +| X-Ray Vision | Neutral | ? | Gain LOS through any two walls for one spell | + +### Artifacts (Expansion Set #2 only — 16 cards, dropped from later editions/redesigns) + +| Card | Type | Qty | Effect (paraphrased) | +|---|---|---|---| +| Amber Pendant | Artifact | ? | Bind one counteraction or duration spell into it; that spell stays active/reusable while worn | +| Arm of Thor | Artifact | ? | Carry two treasures — but roll each turn; a 1 costs 4 damage | +| Book of Infinite Spells | Artifact | ? | A separate 5-card spellbook hand, refilled 1 card per turn; objects drawn are tossed back | +| Brain | Artifact | ? | However many spells you burn, your hand refills fully at end of turn | +| Claw of Mars | Artifact | ? | Three attacks per turn | +| Crystal Ball | Artifact | ? | LOS to anywhere on the board within NUMBER range per use | +| Evil Eye | Artifact | ? | Glare at someone in LOS for 2 damage, once per turn (your attack) | +| Eye of the Beholder | Artifact | ? | Borrow another wizard's LOS for your casting; reflections hit them, not you | +| Eye of Claremont | Artifact | ? | Inspect any one player's hand once per turn | +| Force of the Jet-Eye | Artifact | ? | Nudge any player one space during your turn (counts as an attack) | +| Magic Armor of Ares | Artifact | ? | Absorbs 2 points from every point-type attack, physical or magical | +| Power Battery | Artifact | ? | Bank number cards inside; spend the stored power freely — but a thief gets it all | +| Ring of Power | Artifact | ? | A reusable 3-value number card, once per turn | +| Shield of Azpesdoze | Artifact | ? | Total immunity to fire damage of every kind | +| Teleport Amulet | Artifact | ? | Teleport d4 spaces but pay d4 life, uncounterable; once per turn, replaces movement | +| Wings of Mercury | Artifact | ? | You may keep acting after picking up an object | + +--- + +## Gaps to fill from the physical 6th-edition copy + +1. **Per-card quantities** for the base deck (and number-card distribution 2–6) — no + online source records them. Photograph the sorted deck and count. +2. **Exact 6e deck membership**: confirm the base deck matches the "Basic" column above + (esp. whether Bomb, Dispel Creation, and Trap! are in the 6e box, and whether any Exp2 + cards snuck in). +3. **Verbatim card wording** — everything above is paraphrased. Capture text from the + cards themselves or from the archived scans (see sources file; every non-artifact card + has a PNG scan on the archived wizwar.com). +4. **7th edition delta**: which 5 cards the 1997 130-card deck added over 6e's 125 is + undocumented. +5. **Artifact scans**: the archived site has reference text but no scans for the 16 + artifacts; only the text database covers them. diff --git a/research/cards-sources.md b/research/cards-sources.md new file mode 100644 index 0000000..5a0c902 --- /dev/null +++ b/research/cards-sources.md @@ -0,0 +1,130 @@ +# Wiz-War (Chessex era) — Annotated Source List + +Compiled 2026-08-15. "Reliability" reflects how authoritative the source is for the +Chessex 5th/6th/7th edition card pool. + +## Primary sources (official / designer-run) + +### 1. wizwar.com — Tom Jolly / Jolly Games' official Wiz-War site (via Wayback Machine) +The single best source. The site is dead; all links below are Internet Archive captures. + +- **Card index with set tags and scan thumbnails** (alphabetical; every card tagged + Basic / 1st / 2nd expansion; each name links to a full-size PNG scan of the actual card): + https://web.archive.org/web/20160318081653/http://www.wizwar.com/cards/ + - Full-size card scans follow the pattern + `https://web.archive.org/web/20160318081653im_/http://www.wizwar.com/cards/Cards/Basic/Fireball.png` + (also `.../Cards/1st/...` and `.../Cards/2nd/...`). These scans are the verbatim-text + source for every non-artifact card. + - Reliability: **authoritative** — designer's own site. Titled "Wiz-War: The 5th + Edition" but per BGG discussion it contains every non-fan card in circulation and + matches the 6e deck ("Basic" includes the 6e-only Speedstone). +- **Card reference database** (all 208 cards — including the 16 Exp2 Artifacts — with + full rules text, Jolly's FAQ answers, and commentary; + the numbered contents list at top doubles as a complete checklist): + https://web.archive.org/web/20160425040139/http://www.wizwar.com/cards/cards.html + - Reliability: **authoritative** for card text and rulings. Notes flag Speedstone and + Bomb as 6th-edition cards and explain Dispel Creation's move into the base deck. +- **Card table sortable by type/set** (type + LOS + creation/object class per card): + https://web.archive.org/web/20160425032433/http://www.wizwar.com/cards/scans.php?sort=set +- **Older one-page card database (2001)** — name / description / action / target table, + ~195 cards, predates the scans: + https://web.archive.org/web/20010309120048/http://www.wizwar.com/cards.htm +- **Board scans**: https://web.archive.org/web/20160318081653/http://www.wizwar.com/cards/boards.php + (Boards I–IV plus the Expansion "Brownboards" I–II). +- What's missing here: **no per-card quantities**, and no scans of the 16 Artifacts + (text only, in cards.html). + +## Edition / expansion identification + +### 2. BoardGameGeek — version and expansion pages +- Wiz-War main page (game id 589): https://boardgamegeek.com/boardgame/589/wiz-war +- 6th edition version page (box back: 1 rulebook, 4 boards, 2 token sheets, **125 spell + cards**, 1 die; 1993, Phil Morrissey art): + https://boardgamegeek.com/boardgameversion/27352/chessex-sixth-edition +- 7th "classic" edition 1997 (box back: **130 spell cards** "including spells, stones & + hazard cards", 4 stands): https://boardgamegeek.com/boardgameversion/28612/chessex-classic-edition-1997 +- Expansion Set #1 (item 28071; orig. Jolly Games 1985/88): + https://boardgamegeek.com/boardgame/28071/wiz-war-expansion-set-1 + - Chessex "English third edition" 1993 purple box — **75 spell cards, 2 boards, + 2 token sheets**, "for use with the 6th edition set": + https://boardgamegeek.com/boardgameversion/35412/english-third-edition +- Expansion Set #2 (item 38450; 1993): **85 cards featuring Artifacts**, new tokens/rules, + "Mad Wizard" rules digest; page notes it's only valid for 5th edition and earlier and + that most of it (the Artifacts) never appeared in Chessex editions: + https://boardgamegeek.com/boardgame/38450/wiz-war-expansion-set-2 +- Reliability: **good** — component counts quote the box backs. +- Note: BGG blocks plain fetches (403); the JSON API at + `https://api.geekdo.com/api/geekitems?objectid=&objecttype=thing|version` works. + +### 3. Wikipedia — Wiz-War +https://en.wikipedia.org/wiki/Wiz-War — edition timeline: Jolly Games eds. 1–4 +(1983–1985) with expansions 1988 and 1991; Chessex 5e 1991, 6e 1993 (blue box), expansion +reprint 1993 (purple box), 7e 1997; FFG 8e 2012 (full redesign, different cards; expansions +Malefic Curses / Bestial Forces); SJG 9e 2023. Reliability: good for history, no card data. + +## Card-list discussion / quantity hints + +### 4. BGG forum thread "6th Edition Chessex Card List" (2020, thread 2356205) +https://boardgamegeek.com/thread/2356205/6th-edition-chessex-card-list +- A buyer of an unpunched 6e copy had 121 of the stated 125 cards; by comparison with a + list he was missing **1 of 2 Blunt, 1 of 2 Create Wall, the single Brainstone + ("brainstorm"), the single Dagger**, and had an extra Drag (2 instead of 1) — the only + per-card quantity data found anywhere online. +- Also the pointer to the archived wizwar.com/cards/ list, described by a poster as + containing "all the non-fan-designed cards" despite its 5th-edition label. +- Reliability: fair (fan recollection), but firsthand physical counts. + +## Fan reconstructions and print-and-play files (BGG Files section, game 589) +https://boardgamegeek.com/boardgame/589/wiz-war/files — **downloads require a free BGG +login.** Useful for cross-checking card pools and for verbatim-adjacent text: + +- **Kwanchai's Wiz War Redesign** (filepage 35997) — full redesigned PnP deck of the + Chessex-era card pool: https://boardgamegeek.com/filepage/35997/kwanchais-wiz-war-redesign +- **WizWar "Magic Stone" Basic Set** (filepage 54028) — Ilya 77's redesign: boards + tokens: + https://boardgamegeek.com/filepage/54028/wizwar-magic-stone-basic-set +- **WizWar MStone Cards Basic** (filepage 48093) — basic card set incl. number cards: + https://boardgamegeek.com/filepage/48093/wizwar-mstone-cards-basic +- **WizWar "Magic Stone" Expansion 1** (filepage 54029) — all Exp1 cards + tokens: + https://boardgamegeek.com/filepage/54029/wizwar-magic-stone-expansion-1 +- **WizWar "Magic Stone" Expansion 2** (filepage 60781) — all Exp2 cards + tokens: + https://boardgamegeek.com/filepage/60781/wizwar-magic-stone-expansion-2 +- **Community Expansion+** (filepage 98753) — fan-designed extra cards (not official): + https://boardgamegeek.com/filepage/98753/wizwar-magic-stone-community-expansion-plus +- **Wiz War FAQ.doc** (filepage 2537, 2003) — comprehensive FAQ, quotes rulings: + https://boardgamegeek.com/filepage/2537/wiz-war-faqdoc +- **English rules Doc1.doc** (filepage 4689): https://boardgamegeek.com/filepage/4689/doc1doc +- Reliability: redesigns are faithful to the Chessex card pool (the wizwar.com list matches + them), but art/wording are fan-made; quantities in the PnP decks may not match retail. + +## Fan-designed extra cards (NOT official — exclude from the 6e list) +- The Game Cabinet, "Wiz War Additional Cards" (1990s Usenet compilations by Merlyn LeRoy, + Timothy Cain, Kerim Aydin, Moonpile; plus Charlie Prince's PostScript card typesetter): + - http://www.gamecabinet.com/rules/WizWarCardsStart.html (index; pages 1–5 linked) + - Reliability: authentic period documents, but all homebrew content. +- wiki.wizwar.net (https://wiki.wizwar.net/doku.php?id=decks) — thorough wiki but covers + the **FFG 8th edition only** (7 base schools + 6 expansion schools); not applicable to + Chessex decks. Same for wizwarmastered.blogspot.com card lists and Dized rules pages. + +## Marketplace confirmations (component lists) +- Noble Knight, Wiz-War 6th Edition: https://www.nobleknight.com/P/2147384243/Wiz-War-6th-Edition +- Noble Knight, 6e + Expansion #1 bundle: + https://www.nobleknight.com/P/2148330144/Wiz-War-Collection-2---Base-Game-6th-Edition-w-Expansion-1 +- Reliability: fine for what shipped in a box, no card detail. + +## Access notes +- boardgamegeek.com and api.geekdo.com reject default fetchers; send a browser User-Agent. + Forum posts are readable without login via + `https://api.geekdo.com/api/articles?threadid=`; file downloads need a login. +- Wayback CDX index for wizwar.com (to find more captures): + `http://web.archive.org/cdx/search/cdx?url=wizwar.com&matchType=domain&collapse=urlkey` +- The live wizwar.com domain is now unrelated/parked; use archived captures only. + +## Follow-up: BGG thread 2356205 ("6th Edition Chessex Card List") — CLOSED, no new data + +Retrieved 2026-08-15 via `api.geekdo.com/api/articles?threadid=2356205` (raw JSON saved +as `bgg-thread-2356205.json`). Six posts, Jan 2020. Contains NO card list: an owner of an +incomplete 6E copy (121 of 125 cards) asks for one, and is pointed at the archived +wizwar.com/cards database already mined above. Only data: the owner's inventory delta +(missing 1-of-2 Blunt... actually 2x Blunt, 1x Brainstorm, 1-of-2 Create Wall, 1x Dagger; +one EXTRA Drag, 2 instead of 1) — matches the quantity fragments already recorded. 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