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>
213 lines
7.1 KiB
Markdown
213 lines
7.1 KiB
Markdown
# Official 6th Edition card list — PRIMARY SOURCE
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Transcribed from Eric's physical copy: photos in `research/scans/` (IMG_4665–4673).
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IMG_4671 is the base-game rulebook card list page; IMG_4673 is the Expansion Set #1
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rules-sheet card list. **These quantities supersede all web-derived guesses.**
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Both lists validate internally:
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- Base game: 91 spell/item/stone cards + 34 number cards = **125** ✓ (matches "deck of 125 cards" in Equipment)
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- Expansion #1: 61 spell cards + 14 number cards = **75** ✓ (matches "75 new cards" in its rules sheet)
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## Base game (Wiz War Sixth Edition, © 1985 Jolly Games text, Chessex printing)
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Format: NAME - quantity
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ABSORB - 2
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ABSORB SPELL - 1
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ADD - 1
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AMPLIFY - 2
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AROUND THE CORNER - 1
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ANTI-ANTI - 1
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BLIND - 1
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BLOODSTONE - 1
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BLUNT - 2
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BRAINSTONE - 1
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BUDDY - 1
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CARD ERASURE - 1
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CREATE WALL - 2
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DAGGER - 1
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DESTROY WALL - 2
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DISPEL CREATION - 1
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DRAG - 1
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DROP OBJECT - 2
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EXTEND - 1
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FILL SQUARE WITH STONE - 2
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FIREBALL - 3
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FULL REFLECTION - 1
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FULL SHIELD - 2
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GO AWAY - 1
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ILLUSION WALL - 1
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INVISIBLE - 1
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JAM LOCK - 1
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LARGE ROCK - 1
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LIGHTNING BLAST - 3
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LOCK IN PLACE - 1
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MASTER KEY - 1
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MEDUSA - 1
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MIST-BODY - 1
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NO SPELL - 1
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PASS THROUGH WALL - 1
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PICK LOCK - 4
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POWER DRAIN - 1
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POWER RUN - 1
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POWERSTONE - 1
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POWERTHRUST - 3
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REFLECTION - 2
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RELOCATE SECTOR - 1
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REMOVE LOCK - 1
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REUSE SPELL - 1
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REVERSE - 1
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ROTATE SECTOR - 1
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SHADOWSTONE - 1
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SHIELDSTONE - 1
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SHRINK - 1
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SLOW - 1
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SLOW DEATH - 1
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SOULSTONE - 1
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SPEED - 2
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SPEEDSTONE - 1
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STONE DEAD - 1
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SUDDEN DEATH - 1
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SWAP - 1
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TELEPATH - 1
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TELEPORT - 1
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TELEPORT OPPONENT - 1
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THORNBUSH - 2
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THOUGHT-STEAL - 1
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TRAP! - 1
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UGLY - 1
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VISIONSTONE - 1
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WALL OF FIRE - 1
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WATERBOLT - 3
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WATERWALL - 1
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WIZARDBLADE - 1
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Number cards: 6's - 1, 5's - 4, 4's - 7, 3's - 10, 2's - 12 (34 total)
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## Expansion Set #1 (rules sheet titled "Expansion Set #1, Third Edition Rules")
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Contents per its rules sheet: two new boards, two counter sheets, two plastic bases,
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rules, 75 new cards (monsters and magic wands are the new mechanics).
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ADRENALINE - 1
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ALTER EGO - 1
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BIG MAN - 1
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BLASTER WAND - 1
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BOOBYTRAP - 1
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BUTT-HEAD - 1
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CHAOS - 1
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CREATE DOOR - 1
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CREATE PIT - 1
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DEJA-VU - 1
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DEMOCRATIC MONSTER - 1
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DIMENSIONAL WARP - 1
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DISEASE - 1
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DISPEL CREATION - 2
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DUST CLOUD - 1
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EMPATHY - 1
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FEAR - 1
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FILL SQUARE WITH SLIME - 1
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FIRE IMP - 1
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FORCE FIELD - 1
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GIFT FROM ABOVE - 1
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GIFT FROM BELOW - 1
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GLUE - 1
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HANDFUL OF TACKS - 1
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HEAVE-HO - 1
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IDIOT - 1
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ILLUSIONARY ATTACK - 1
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INTERRUPT - 1
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KILLER OOZE - 1
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LIFESAVER - 1
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MAD DASH - 1
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MEGA-MONSTER - 1
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MENTAL FORCE - 1
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MENTAL SWAP - 1
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OPPORTUNITY FIRE - 1
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PICK LOCK - 2
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POWER ATTACK - 1
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REDIRECTION - 1
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REMOVE CURSE - 1
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ROSEBUSH - 1
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SAFE - 1
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SHADOW - 1
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SHIFT WAND - 1
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SKELETON - 1
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STICKY WAND - 1
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STONE TO WATER - 1
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STRENGTH - 1
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SWAP HOME BASES - 1
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SWAP MEET - 1
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SWARTHMORE'S ENCHANTMENT - 1
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THIEF - 1
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THUMB OF GOD - 1
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TRADER - 1
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TROLL - 1
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WALKING DEAD - 1
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WARD - 1
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WARP WAND - 1
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WEAKNESS - 1
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WRAITH - 1
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Number cards: 5's - 2, 4's - 3, 3's - 4, 2's - 5 (14 total)
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## Key rules confirmations from the scanned 6E rulebook (vs. web research)
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- Equipment: four boards, deck of 125 cards, two counter sheets, four plastic bases,
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one die **numbered 1–4**.
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- Deal 7 cards; TRAP! drawn on the deal is discarded and redrawn. 15 life points,
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no upper limit on gains. Turns clockwise, highest die roll starts.
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- Home base = exact center square; two treasures on the small circles on each sector.
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- Movement: up to 3 spaces + optionally ONE number card added to movement. Die never
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used for movement.
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- Five card kinds: ATTACK, NEUTRAL, COUNTERACTION, NUMBER, MAGIC STONE.
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ADJACENT / "L.O.S." corner markings; LOS is center-of-square to center-of-square
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(text references center dots even though 6E boards dropped them — confirmed).
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- One ATTACK per turn; any number of NEUTRALs; COUNTERACTION is the only out-of-turn
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play; counteractions resolve before attacks, can chain (counteract a counteraction);
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half-damage counters round UP; if all damage stopped, secondary effects stopped too;
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counteractions are instantaneous, affect only the one attack.
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- Number cards: three uses — movement boost, spell DURATION (turns), spell POWER.
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Only one number card per action. Any card playable without a number card at
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power/duration "1". **No "1" number cards exist.**
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- Turn structure: move/attack/neutrals in any order, movement can be split around
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actions. Picking up an object ENDS your turn (drawing cards still allowed).
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Draw up to two cards, only at end of YOUR turn, hand limit seven (immediate
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discard-down when over).
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- Objects: only one treasure carried at a time; treasures don't count against hand;
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treasures may not be thrown. Magic stones & Master Key displayed face-up after
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first use, still part of 7-card hand. Kill an opponent → take all his cards,
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discard down to 7. Physical actions (picking/removing/jamming locks, throwing
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daggers) are NOT spells.
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- Combat: no combat during the FIRST round of turns; cannot attack yourself (6E
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addition, confirmed); spells auto-hit unless counteracted; PUNCH = no card,
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1 damage, same square (adjacent for square-filling objects), counts as the attack.
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Wall takes 20 damage to destroy, door 15. Only walls/doors/thornbushes are
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attackable inanimates. Physical vs magical damage distinction as researched.
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- Map changes: no creating objects on home bases or occupied spaces; walls only on
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lines between spaces, never diagonal; no-duration cards are permanent (CREATE WALL)
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or instantaneous (FIREBALL). ROTATE/RELOCATE vs sector-junction alterations:
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50-50 die roll for which sector keeps the change.
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- Doors: locked at all times, auto-relock after passage; can cast through an opened
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door without passing through; can't follow someone through a door unless they
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"hold it open"; only REMOVE LOCK jams a door open.
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- Board wraparound: lettered exits connect opposite edges at matching points;
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smashing a wall next to a lettered exit creates a matching re-entry point on the
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opposite edge. Double wall at sector junction = single wall. AUTO WARP: 3-player
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game only; not a space; straight line for LOS; discarded if a sector is RELOCATEd;
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unaffected by ROTATION.
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- The Die: only for random directions / 50-50 calls (1,2 low / 3,4 high).
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- Death: dead player's home base invalid for others' wins; his treasures remain
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usable; die-while-winning = died first, eliminated.
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- Turn definition for durations: "a turn starts when a spell is cast and ends at the
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beginning of one of the caster's turns."
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- Expansion #1 rules (monsters, magic wands): monsters obey creator (except IMP),
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move on controller's turn, attack once per turn but not the turn created (creating
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one IS your attack that turn), can't hurt creators/carry items/cast spells/use
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hand cards, no number cards on their movement (but NEUTRALs castable on them),
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killing player's cards do NOT go to monster's controller, monster doesn't count as
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a card in hand, dies with its creator. Wands: charges set by number card at first
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use, max once per turn, non-rechargeable, transfer with ownership (charges intact);
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AMPLIFY/ADD work when setting charges; SPEED/ADRENALINE don't increase wand rate;
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usable under NO SPELL; ABSORB SPELL has no effect on wands. Wands don't burn.
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