diff --git a/research/official-6e-card-list.md b/research/official-6e-card-list.md new file mode 100644 index 0000000..8b5b41f --- /dev/null +++ b/research/official-6e-card-list.md @@ -0,0 +1,212 @@ +# Official 6th Edition card list — PRIMARY SOURCE + +Transcribed from Eric's physical copy: photos in `research/scans/` (IMG_4665–4673). +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 1–4**. +- 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. 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