Add scans of Eric's 6E rulebook and Expansion #1 rules, with transcription

Primary source photos of the complete 6th edition rulebook and the
Expansion Set #1 rules sheet, both including official card lists with
quantities. Transcribed to official-6e-card-list.md; both lists sum
exactly to their stated deck sizes (125 and 75), closing the biggest
research gaps: per-card quantities and number-card distribution.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Eric Wagoner
2026-08-15 18:30:11 -04:00
co-authored by Claude Fable 5
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# Official 6th Edition card list — PRIMARY SOURCE
Transcribed from Eric's physical copy: photos in `research/scans/` (IMG_46654673).
IMG_4671 is the base-game rulebook card list page; IMG_4673 is the Expansion Set #1
rules-sheet card list. **These quantities supersede all web-derived guesses.**
Both lists validate internally:
- Base game: 91 spell/item/stone cards + 34 number cards = **125** ✓ (matches "deck of 125 cards" in Equipment)
- Expansion #1: 61 spell cards + 14 number cards = **75** ✓ (matches "75 new cards" in its rules sheet)
## Base game (Wiz War Sixth Edition, © 1985 Jolly Games text, Chessex printing)
Format: NAME - quantity
ABSORB - 2
ABSORB SPELL - 1
ADD - 1
AMPLIFY - 2
AROUND THE CORNER - 1
ANTI-ANTI - 1
BLIND - 1
BLOODSTONE - 1
BLUNT - 2
BRAINSTONE - 1
BUDDY - 1
CARD ERASURE - 1
CREATE WALL - 2
DAGGER - 1
DESTROY WALL - 2
DISPEL CREATION - 1
DRAG - 1
DROP OBJECT - 2
EXTEND - 1
FILL SQUARE WITH STONE - 2
FIREBALL - 3
FULL REFLECTION - 1
FULL SHIELD - 2
GO AWAY - 1
ILLUSION WALL - 1
INVISIBLE - 1
JAM LOCK - 1
LARGE ROCK - 1
LIGHTNING BLAST - 3
LOCK IN PLACE - 1
MASTER KEY - 1
MEDUSA - 1
MIST-BODY - 1
NO SPELL - 1
PASS THROUGH WALL - 1
PICK LOCK - 4
POWER DRAIN - 1
POWER RUN - 1
POWERSTONE - 1
POWERTHRUST - 3
REFLECTION - 2
RELOCATE SECTOR - 1
REMOVE LOCK - 1
REUSE SPELL - 1
REVERSE - 1
ROTATE SECTOR - 1
SHADOWSTONE - 1
SHIELDSTONE - 1
SHRINK - 1
SLOW - 1
SLOW DEATH - 1
SOULSTONE - 1
SPEED - 2
SPEEDSTONE - 1
STONE DEAD - 1
SUDDEN DEATH - 1
SWAP - 1
TELEPATH - 1
TELEPORT - 1
TELEPORT OPPONENT - 1
THORNBUSH - 2
THOUGHT-STEAL - 1
TRAP! - 1
UGLY - 1
VISIONSTONE - 1
WALL OF FIRE - 1
WATERBOLT - 3
WATERWALL - 1
WIZARDBLADE - 1
Number cards: 6's - 1, 5's - 4, 4's - 7, 3's - 10, 2's - 12 (34 total)
## Expansion Set #1 (rules sheet titled "Expansion Set #1, Third Edition Rules")
Contents per its rules sheet: two new boards, two counter sheets, two plastic bases,
rules, 75 new cards (monsters and magic wands are the new mechanics).
ADRENALINE - 1
ALTER EGO - 1
BIG MAN - 1
BLASTER WAND - 1
BOOBYTRAP - 1
BUTT-HEAD - 1
CHAOS - 1
CREATE DOOR - 1
CREATE PIT - 1
DEJA-VU - 1
DEMOCRATIC MONSTER - 1
DIMENSIONAL WARP - 1
DISEASE - 1
DISPEL CREATION - 2
DUST CLOUD - 1
EMPATHY - 1
FEAR - 1
FILL SQUARE WITH SLIME - 1
FIRE IMP - 1
FORCE FIELD - 1
GIFT FROM ABOVE - 1
GIFT FROM BELOW - 1
GLUE - 1
HANDFUL OF TACKS - 1
HEAVE-HO - 1
IDIOT - 1
ILLUSIONARY ATTACK - 1
INTERRUPT - 1
KILLER OOZE - 1
LIFESAVER - 1
MAD DASH - 1
MEGA-MONSTER - 1
MENTAL FORCE - 1
MENTAL SWAP - 1
OPPORTUNITY FIRE - 1
PICK LOCK - 2
POWER ATTACK - 1
REDIRECTION - 1
REMOVE CURSE - 1
ROSEBUSH - 1
SAFE - 1
SHADOW - 1
SHIFT WAND - 1
SKELETON - 1
STICKY WAND - 1
STONE TO WATER - 1
STRENGTH - 1
SWAP HOME BASES - 1
SWAP MEET - 1
SWARTHMORE'S ENCHANTMENT - 1
THIEF - 1
THUMB OF GOD - 1
TRADER - 1
TROLL - 1
WALKING DEAD - 1
WARD - 1
WARP WAND - 1
WEAKNESS - 1
WRAITH - 1
Number cards: 5's - 2, 4's - 3, 3's - 4, 2's - 5 (14 total)
## Key rules confirmations from the scanned 6E rulebook (vs. web research)
- Equipment: four boards, deck of 125 cards, two counter sheets, four plastic bases,
one die **numbered 14**.
- Deal 7 cards; TRAP! drawn on the deal is discarded and redrawn. 15 life points,
no upper limit on gains. Turns clockwise, highest die roll starts.
- Home base = exact center square; two treasures on the small circles on each sector.
- Movement: up to 3 spaces + optionally ONE number card added to movement. Die never
used for movement.
- Five card kinds: ATTACK, NEUTRAL, COUNTERACTION, NUMBER, MAGIC STONE.
ADJACENT / "L.O.S." corner markings; LOS is center-of-square to center-of-square
(text references center dots even though 6E boards dropped them — confirmed).
- One ATTACK per turn; any number of NEUTRALs; COUNTERACTION is the only out-of-turn
play; counteractions resolve before attacks, can chain (counteract a counteraction);
half-damage counters round UP; if all damage stopped, secondary effects stopped too;
counteractions are instantaneous, affect only the one attack.
- Number cards: three uses — movement boost, spell DURATION (turns), spell POWER.
Only one number card per action. Any card playable without a number card at
power/duration "1". **No "1" number cards exist.**
- Turn structure: move/attack/neutrals in any order, movement can be split around
actions. Picking up an object ENDS your turn (drawing cards still allowed).
Draw up to two cards, only at end of YOUR turn, hand limit seven (immediate
discard-down when over).
- Objects: only one treasure carried at a time; treasures don't count against hand;
treasures may not be thrown. Magic stones & Master Key displayed face-up after
first use, still part of 7-card hand. Kill an opponent → take all his cards,
discard down to 7. Physical actions (picking/removing/jamming locks, throwing
daggers) are NOT spells.
- Combat: no combat during the FIRST round of turns; cannot attack yourself (6E
addition, confirmed); spells auto-hit unless counteracted; PUNCH = no card,
1 damage, same square (adjacent for square-filling objects), counts as the attack.
Wall takes 20 damage to destroy, door 15. Only walls/doors/thornbushes are
attackable inanimates. Physical vs magical damage distinction as researched.
- Map changes: no creating objects on home bases or occupied spaces; walls only on
lines between spaces, never diagonal; no-duration cards are permanent (CREATE WALL)
or instantaneous (FIREBALL). ROTATE/RELOCATE vs sector-junction alterations:
50-50 die roll for which sector keeps the change.
- Doors: locked at all times, auto-relock after passage; can cast through an opened
door without passing through; can't follow someone through a door unless they
"hold it open"; only REMOVE LOCK jams a door open.
- Board wraparound: lettered exits connect opposite edges at matching points;
smashing a wall next to a lettered exit creates a matching re-entry point on the
opposite edge. Double wall at sector junction = single wall. AUTO WARP: 3-player
game only; not a space; straight line for LOS; discarded if a sector is RELOCATEd;
unaffected by ROTATION.
- The Die: only for random directions / 50-50 calls (1,2 low / 3,4 high).
- Death: dead player's home base invalid for others' wins; his treasures remain
usable; die-while-winning = died first, eliminated.
- Turn definition for durations: "a turn starts when a spell is cast and ends at the
beginning of one of the caster's turns."
- Expansion #1 rules (monsters, magic wands): monsters obey creator (except IMP),
move on controller's turn, attack once per turn but not the turn created (creating
one IS your attack that turn), can't hurt creators/carry items/cast spells/use
hand cards, no number cards on their movement (but NEUTRALs castable on them),
killing player's cards do NOT go to monster's controller, monster doesn't count as
a card in hand, dies with its creator. Wands: charges set by number card at first
use, max once per turn, non-rechargeable, transfer with ownership (charges intact);
AMPLIFY/ADD work when setting charges; SPEED/ADRENALINE don't increase wand rate;
usable under NO SPELL; ABSORB SPELL has no effect on wands. Wands don't burn.
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