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Fuzzy Mage Fight

Fuzzy Mage Fight Rulebook

Table of Contents

Table of Contents

  • Components
  • How to Win
  • Set Up
  • Rounds & Turns
  • Actions
  • Cards
  • How the Cards Work
  • Magic
  • Potions and Spells
  • Traps
  • Mineons
  • The Garbel
  • Attacking & Defending
    • Example for Calculating Attack/Defense
  • Essence Form & Fusing
  • Breaking a Fuse
  • Example Round (4 Players)
  • Example Layout

Components

13 Jumbo Cards

  • 12 Fuzzy Mage Cards
  • 1 Garbel Card

130 Poker Size Cards

  • 16 Mineons
  • 16 Potion Cards
  • 16 Spell Cards
  • 16 Trap Cards
  • 60 Magic Cards
  • 6 Fusion Cards

Misc.

  • 1 Die
  • 1 Rulebook

How to Win

Fuzzy Mage Fight is played by 2-6 players.

You win the game by having 8 magic cards in your hand at any point on your turn. You cannot win while fused with another Fuzzy Mage. You cannot win while in essence form.

Set Up

  1. Roll a die. The player who rolls the highest chooses their Fuzzy Mage first and is the first player for the rest of the game. Continue choosing/distributing Fuzzy Mages clockwise. Alternatively, distribute the Fuzzy Mages at random beginning with the highest roller. Each Fuzzy Mage has unique abilities that will aid them in becoming the most magical Fuzzy Mage! Unused Fuzzy Mages who have no chance of becoming the most magical Fuzzy Mage should be mercifully placed back into the box so they are not forced to witness what they are missing out on.

  2. Set aside the fuse cards and Garbel card as they are not a part of the deck. Shuffle all the remaining cards and deal each player 3 cards. Choose 8 traps, 8 spells, and 8 potions to shuffle into the deck. While the game comes with more, we recommend these totals for balancing purposes. Either choose 8 unique traps/spells/potions and play with 1 of each or choose 4 traps/spells/potions and play with 2 of each (each trap/spell/potion has a duplicate for this purpose).

  3. The player who received their Fuzzy Mage first takes their turn first. They also begin with the Garbel.

Rounds & Turns

Beginning with the first player, each player takes their turn in clockwise order. The turn order stays the same for each round the entire game. A round consists of each player taking one turn.

During the first round, players may only attack players that have already taken a turn. If a player hasn't taken a turn yet, they cannot be attacked in the first round.

Actions

Each turn consists of taking three actions which includes:

  • Drawing a card from the face-down draw pile.
  • Using abilities unique to your Fuzzy Mage. Abilities state how many actions are required.
  • Attacking an opponent's Fuzzy Mage or an opponent's mineon.
  • Placing a card in front of you in your battlefield. All cards except for the mineon are placed face-down and are not revealed to opponents until you wish to use them.

You may perform any combination of these actions up to three total. You may attack twice and draw a card on one turn, draw three cards another turn, place one card face-down and draw two cards, etc.

Cards

  • There is no limit to the number of cards you may have in your hand. Players must reveal the number of cards in their hand if asked.
  • You may have a maximum of 6 cards (magic, mineons, traps, spells, and potions) placed in your battlefield at one time.
  • If the draw pile of magic, mineons, traps, spells, and potions runs out of cards, reshuffle the discard pile to form a new draw pile.
  • If a player is able to take a spell, trap, or potion card out of the discard pile and place it in their hand, the next time that card is discarded, that card is removed from the game.
  • We recommend maintaining a total of 100 cards in the deck for each game: 60 magic, 16 mineons, 8 traps, 8 spells, and 8 potions.

If there are more of one type of card available that would cause the deck to exceed these limits (such as 16 potions), we recommend removing cards from the game to keep these proportions rather than playing with all of them at once.

Try different combinations of cards for different experiences!

How the Cards Work

Cards must first be placed on the battlefield in order to use their abilities. You cannot use the ability of a card directly from your hand (except for magic when attacking or defending). Placing a card on the battlefield costs 1 action, but costs no actions to use its ability once it's on the battlefield.

You may use the ability of a spell or potion card immediately after placing it on the battlefield, but you do not have to. You may keep face-down cards in your battlefield as long as you would like before using them. If your battlefield is full (6 cards), then you cannot play potions, spells, traps, or mineons from your hand or place any more cards onto the battlefield. You cannot swap cards in your battlefield with cards in your hand. You must first use or discard one or more cards currently in your battlefield in order to free up space for more.

There is no limit to the number of cards you may use from your battlefield on a turn as they are free to play once they have been placed down. For example, if you have 6 spell cards face-down on your battlefield, you may use all of them on one turn.

Magic

You need 8 magic cards in your hand on your turn to win.

Magic is also what you use to attack and defend! Magic cards count as 1 toward an attack or defense total when used in a fight directly from your hand. They count as 3 toward an attack or defense total when used directly from the battlefield. (See the Attacking and Defending section for an example of calculating attack/defense.) You cannot use magic from your hand or battlefield while in essence form.

Note on Chester: Magic cards face-down in the battlefield only count as 1 each toward the 8 total needed for Chester to win.

Potions and Spells

You may only use a potion or spell ability on your turn unless the card specifically states otherwise. It is free to use its ability once it has been placed on the battlefield. You cannot use potions or spells from your battlefield while in essence form.

Traps

Traps are used to get revenge on another player that attacks you or your mineons. You place a trap face-down on your battlefield using an action on your turn and then reveal it to use its ability on another player's turn immediately after they attack you. You may use one or more traps whether or not you successfully defend an attack. A trap can only be used against a player that is attacking you or your mineons. You cannot use traps from your battlefield while in essence form.

Note: When a Fuzzy Mage is attacked by another Fuzzy Mage and is unable to defend the attack, the attacking player steals two cards from the defending Fuzzy Mage for their successful attack BEFORE any traps can be used.

Mineons

Mineons are the only cards played face-up on the battlefield. At the start of your turn, each mineon allows you to draw one card for no actions.

Mineons can be attacked and defended! It takes a magic attack of 2 or greater to remove a mineon from the battlefield. You may defend your mineons with magic from your battlefield and/or your hand. Traps may be activated in response to an attack on a mineon. You may not defend mineons when in essence form, but they can still be attacked. When a mineon is defeated, it goes into the discard pile. You may still draw cards from your mineons while in essence form.

The Garbel

The Garbel loves cards. The Garbel loves cards so much that it steals cards from Fuzzy Mages!

The player who takes their turn first in the game starts with the Garbel. At the end of your turn, if the Garbel is with you, you roll the die. If you roll a 5 or 6, the Garbel moves on to the next player (clockwise). If you don't roll a 5 or 6, the Garbel forces you to discard a card from your hand at random and it stays with you.

The Garbel automatically moves on to the next player if you have no cards in your hand at the end of your turn.

If the Garbel steals the last card in your hand, it immediately moves on to the next player.

Attacking & Defending

When attacking a Fuzzy Mage or mineon, you must declare how much magic you are attacking with. Each attack costs one action. You may only attack one Fuzzy Mage or mineon at a time.

Your attack total is a combination of magic from your hand (worth 1 each toward the total) and/or face-down magic from your battlefield (worth 3 each toward the total). It does not cost additional actions to use magic from the battlefield. The action to use these cards was paid when they were placed face-down.

Similarly, you can use any number of magic cards from your hand and the entire attack still costs one action. It is not one action per card, but one action for the entire attack.

After the attacker declares their attack total to attack a Fuzzy Mage or mineon, the defender declares the amount of magic they are using to defend the attack. The defender can also use magic from their hand worth 1 and face-down magic from their battlefield worth 3 to defend. It costs zero actions to defend.

If the attack total is greater than the defense total, the attacker wins the battle. All magic used in the fight, from both attacker and defender, is immediately discarded. If the attack was successful against a Fuzzy Mage, the attacker steals two cards at random from the defender's hand and the defender flips their Fuzzy Mage card to essence form.

If the attack was successful against a mineon, the mineon is placed in the discard pile and no cards are stolen from the hand of the defender.

If the defender defends any attack, all magic is discarded but nothing else happens.

If you do not have enough magic to defend an attack, then you cannot reveal any magic from your hand or battlefield in order to simply discard it. You can only reveal magic to defend if you have enough to actually defend the attack.

Traps are played after two cards are stolen or the attack is successfully defended.

Example for Calculating Attack/Defense

Player #1 has 4 face-down magic cards in their battlefield.

Player #1 also has 3 magic cards in their hand. They declare an attack on the Fuzzy Mage of Player #2 and decide to use 3 of the face-down magic cards and 2 of the magic cards from their hand in the attack. The 3 face-down magic cards provide an attack of 9 magic (3 X 3) and the 2 magic cards from their hand provide an attack of 2 magic (2 X 1). The attack total against Player #2 is therefore 11 magic.

The defender must decide to defend the attack by revealing a total of 11 magic from their face-down cards and their hand or declare they have lost the fight. If you cannot produce enough magic to defend an attack or you don't want to defend an attack, you do not have to reveal any magic cards. You simply lose the fight and the attacker discards their magic used in the attack.

Note on Gretchen: Whether or not she successfully defends an attack, she may launch a counter-attack once the initial attack against her is resolved.

Essence Form & Fusing

When a player does not successfully defend a magic attack against their Fuzzy Mage in battle, they turn over their card to the essence form side. A player in essence form cannot win the game even if they have the required number of magic cards in their hand to win. They may still draw a card for each of their mineons in play but cannot use their normal three actions to draw additional cards, attack, or place cards in the battlefield while in essence form. They also cannot use face-down cards in their battlefield or defend their mineons.

A player in essence form has 3 options of what to do on their turn after drawing cards for any mineons in their battlefield.

  1. You may roll the die to try to return to fuzzy form. If a 5 or 6 is rolled, you automatically flip back to fuzzy form and you begin your turn as normal (you do not draw more cards for your mineons). If the roll is not a 5 or 6, you may begin using your essence form abilities or fuse (see Options #2 and #3). You may choose not to try and roll to return to fuzzy form, but you cannot try to roll back to fuzzy form after using essence abilities (Option #2) on that turn.

  2. You may use the essence form abilities listed on the essence side of your card. You may perform each ability one time per turn unless stated otherwise.

  3. You may fuse with another Fuzzy Mage that is also in essence form. This can be done after a failed attempt at rolling to try to return to fuzzy form and after using essence abilities.

If another Fuzzy Mage is in essence form, you must both agree to fuse, creating a temporary alliance. When you agree to fuse, each mage returns to fuzzy form (flip character cards over) and you each take a fuse card of the same color to show that you are fused.

When fusing, if the two abilities contradict each other or would cancel out, the ability of the player whose turn it currently is will take effect. Any aspects of the other player's ability that can still take effect will.

While fused, each player has an additional action on their turn until the fuse is broken. The player whose turn it currently is may continue their turn as normal using all their normal fuzzy form actions, including the additional action.

While fused, any time one of the players in the fuse fails to defend an attack against their Fuzzy Mage and must flip to essence form again (or flips to essence form for any other reason), both players in the fuse return to essence form and are still fused.

They will not be able to return to fuzzy form again by fusing as they are already fused. They must attempt to return to fuzzy form by rolling or using an ability that allows a player to return to fuzzy form.

Once one player successfully returns to fuzzy form, both players immediately return to fuzzy form. As long as two Fuzzy Mages are fused, their fates are essentially tied together.

Each Fuzzy Mage may only be fused with one other Fuzzy Mage at a time. There may be more than one fused pair in the game at one time. Example: players #1 and #2 can be fused while players #3 and #4 are also fused.

Breaking a Fuse

To break a fuse between two Fuzzy Mages, one of the fused players must attack and defeat the other Fuzzy Mage they are fused with. The defending player that loses the fight goes into essence form as usual, but the attacking player does not. The victor steals two cards at random from the hand of the defeated player, the fuse is broken, and each player continues play as normal. The fuse cards are set aside and each player is back to their 3 normal actions.

On the turn that the fuse initially occurs, the player whose turn it currently is cannot immediately attack the player they have just fused with. They must wait until the next round to attack. Playing a potion for an extra turn does not satisfy this requirement as that provides an extra turn, not a new round. The player that fused when it was not their turn can attack on their first turn after the fuse.

Example Round (4 Players)

Player #1 - She draws two cards. Each draw costs 1 action so she has 1 action remaining. She currently has no cards in her battlefield so she places one magic face-down in the battlefield for her final action. Her turn is over.

Player #2 - He places a magic card face-down in his battlefield for one action. For his second action, he places a mineon face up in his battlefield. For his third action, he attacks player #1. He flips over the face-down magic card he just played and adds two magic cards from his hand for a total magic attack of 5. Player #1 has one face-down magic but only 1 magic card in her hand. She cannot produce 5 magic to defend so she loses the fight. Player #2 steals two cards at random from the hand of player #1 and player #1 flips her Fuzzy Mage into essence form. All the magic from the fight is discarded. Player #2 is out of actions and his turn ends.

Player #3 - She places three magic cards face-down in front of her for three actions and ends her turn.

Player #4 - He has a mineon in his battlefield so he draws one card automatically to begin his turn. He decides to use one action to attack player #3 with 1 magic card from his hand. Player #3 has three magic cards in her battlefield but no magic card in her hand. Player #3 flips one of the magic cards from her battlefield to defend the attack. Player #4 has an attack total of 1 magic and Player #3 has a defense total of 3 magic making the attack unsuccessful. All magic used in the fight is discarded.

Player #4 has two actions remaining. He reveals a potion card from his battlefield that allows him to draw 4 cards if his hand is empty. He currently has an empty hand so he draws four cards. Playing this potion cost no actions since the card was already in his battlefield so he still has two actions remaining. He places two of the magic cards from his hand that he just drew face-down on his battlefield with his final two actions and ends his turn.

Player #1 then takes their next turn...

Example Layout

[Diagram, not transcribed as text: a sample play area showing the Garbel card, a Fuzzy Form card and an Essence Form card, the draw pile and discard pile, and a battlefield with a 6-card maximum, with face-down cards shown as card backs and face-up mineons shown as cards.]