Mushroom Sorcerer
Mushroom Sorcerer Rulebook
Table of Contents
Table of Contents
Game Overview and Goal
Elementis is a land filled with all kinds of mystical elements. Sorcerers gather in the enchanted forest to grow GUs (elemental mushrooms), gain elements and resources, and compete for influence, or for Moons' Blessing, to become the most powerful sorcerer in the forest.
Elements and GUs
GUs can store a huge amount of elements and nourish the surroundings. Via centuries of studying and practicing, sorcerers have learnt how to grow GUs and utilized their elements to power up themselves.
- Flame element: When flame elements are gathered, flame servants are born. Flame servants will destroy everything as their masters commanded.
- Stone element: When stone elements are gathered, stone servants are born. Stone servants are willing to sacrifice themselves to protect their targets.
- Water element: Water elements create drops, an essential substance for GUs' growth, bringing the forest prosperity and abundance.
- Thunder element: Thunder elements form mana, providing energy for sorcerers to cast spells.
- Moon element: Moon element is the source of ancient magic. Sorcerers gain ancient knowledge by studying moon elements. Once a sorcerer controls a sufficient amount of moon GUs and moon elements, they become the most powerful sorcerer and wins the game.
How to Gain Influence
- Grow GU
- Summon element
- Win war
- Control Shrine
Components
- 1 main board (4 borders)
- 4 sorcerer boards
- 12 ground tiles
- 6 white plateau structures
- 2 shrine structures
- 1 GU box containing: 12 thunder GUs, 12 flame GUs, 12 stone GUs, 12 water GUs, 12 moon GUs
- 30 flame servants
- 30 stone servants
- 30 mana
- 50 drops
- 30 flasks
- 10 debris tokens
- 1 time indicator
- 20 war dice
- 1 first-sorcerer indicator
- 20 potion tiles
- 32 spell scrolls
- 16 sorcerer platforms
- 24 sorcerer tokens
Main Board
The main board holds the elemental track, the spell scroll supply, the game-flow track, the order track, the potion area, the forest area, and the influence track. The forest area is where the ground tiles, white plateaus, shrines and GU towers are placed. Each sorcerer has a sorcerer board where they organise their resources: potion storage, spell archive, servant reserve, war dice pool, sorcerer platform, flask storage, drops storage and mana storage.
There are some one-off bonuses when a sorcerer advances the Elemental Track.
Sorcerer Boards
A sorcerer can organise different resources on their board: the potion storage, the spell archive (which holds up to 6 spells), the servant reserve, the war dice pool, the sorcerer platform, and the flask, drops and mana storage. Each sorcerer board shows the sorcerer's name.
GUs
Sorcerers grow different GUs to gain elements and level up their elemental level. When their elemental level rises, sorcerers are able to summon more resources to help them win the game.
- Growing a flame GU raises the flame elemental level.
- Growing a stone GU raises the stone elemental level.
- Growing a thunder GU raises the thunder elemental level.
- Growing a water GU raises the water elemental level.
- Growing a moon GU raises the moon elemental level.
Resources
There are 4 types of resources: flame servants, stone servants, mana and drops.
War Dice
War dice are the permanent gifts from the flame and stone elements. There are 3 arrows and 3 shields on a die. During a war, sorcerers roll war dice to strengthen themselves.
Ground, White Plateau, Shrine and Debris
The forest has different lands, providing different resources to sorcerers. When sorcerers have grown a GU on that land, they can gain that bonus from it.
- Ground: There are 4 different grounds, providing flame servants, stone servants, mana or drops.
- White plateau: Each white plateau has 1 debris and provides one flask.
- Shrine: Each shrine has 1 debris. A sorcerer who controls the shrine gains 1 influence or 1 moon element at the end of the Night phase.
- Debris: Debris inhibits the growth of GUs. Sorcerers have to spend extra servants to remove such debris before growing a GU on that land.
Sorcerer Platforms
Sorcerers put a sorcerer platform on top of their GU towers so that they can identify each other's towers. If a sorcerer gains a flame servant or stone servant at any time, they have to immediately decide whether to place it on the servant reserve or on a sorcerer platform. The capacity of a sorcerer platform follows the height of the GU tower. E.g. only 3 servants are allowed to be placed on top of a GU tower of 3 levels.
Spell Scrolls
There are 4 types of spell scrolls: Summoning, Servant, GU and War spells, scattered around the ruins in the forest. Sorcerers may pick up and study those spells. Each spell has its unique timing and cost to be cast. Please refer to the Spell Library (P.18-19) for the detailed effect of each spell.
Potions
Sorcerers bring their unique potion to the forest. Each potion stimulates sorcerers' sense toward specific elements, giving them different powers. Starting from round 2, sorcerers play one of their own potions to empower themselves for the rest of the round. When sorcerers have mastered an element (reaching level III or IV on that elemental track), they can maximize the benefit of using that type of potion. Each potion may only be used once. Please refer to the Potion Book (P.20-21) for the detailed description of each potion's effect.
Setup
- Place and assemble the forest borders to form the forest.
- Based on the number of sorcerers, place the white plateau and shrine structures according to the suggested landscape (the printed diagrams show the layouts for 2, 3 and 4 sorcerers, in an "Edge of War" and a "Silent Confrontation" variant), or form the forest in any way you like. Then, randomly draw and place the ground tiles to the empty space to complete the landscape. Flip over the unused ground tiles to create the forbidden area if needed. Place the indicated resource on each ground tile and white plateau. Place one debris token on each white plateau and shrine.
- Separate the spell scrolls into 4 decks according to the 4 types of spells. Shuffle each deck and place them face-up in the supply on the top right area of the forest.
- Place all GUs, servants, drops, flasks and mana next to the forest.
- Each sorcerer selects a character and takes their sorcerer board, 6 sorcerer tokens, 4 sorcerer platforms, 1 mana, 2 flasks and 5 drops. The game proceeds clockwise.
- The sorcerer who ate mushroom most recently becomes the first player and gets the first-sorcerer token. The game proceeds clockwise and each sorcerer places one of their sorcerer tokens on the order track.
- Each sorcerer places their sorcerer tokens on each elemental track and influence track on the forest respectively.
- [Step 8 is printed only as a numbered illustration with no text. Its content is not transcribed here; the printed example layout for 4 sorcerers is on page 9.]
Game Flow
Sorcerers take turns in clockwise order. The game will run several rounds until any sorcerer has fulfilled (a) Forest Dominance OR (b) Moons' Blessing at the beginning of their turn.
Each round consists of 3 phases:
- Twilight
- Night
- Daybreak
I. Twilight Phase
This phase will be skipped in round 1. Starting from the first sorcerer, each sorcerer takes the following actions in the order of the order track.
1. Refilling drops. Each sorcerer gains a number of drops from the supply that equals the number of flasks they have in their storage.
Example: Bahon has 2 flasks in his storage so he will gain 2 drops from the supply.
2. Using potion. Each sorcerer uses one of their remaining potions. The potion brings a unique power to the sorcerer for the rest of the day (see the Potion Book on P.21-22). Sorcerers put their chosen potion in the space of the potion area on the top left area of the forest. Each potion can only be used for ONE round. Thus, the potion tile for the current round covers the potion for the last round (except for round 1 and round 2).
Example: Bahon places Fury in the potion area. As he has reached level III in the flame element, his stone servants always gain 1 arrow, PLUS he can spend a mana to make his opponent roll 2 less dice (Master effect). After that, Charles decides to go with Invisible Hand. Charles has only reached level II in the thunder element. During Charles's turn, he may spend 1 mana to take any 1 spell from the supply.
Night Phase
Starting from the first sorcerer, each sorcerer performs 1 of the following main actions and any side actions (in any order) following the order track until all sorcerers have finished three turns.
Main actions:
- Spell studying (2 spells)
- GU growing (2 GUs)
- Element summoning (1 kind of element)
- War waging (1 war)
Side actions:
- Spell casting (unlimited spells, but each spell can only be cast once per turn)
- GU sliding (once per turn)
Main Actions
1. Spell Studying
In this action, sorcerers may study and take at most 2 scrolls from the supply. Sorcerers have to place those spells in their spell archive on the sorcerer board. They can hold 6 spells at most. Pay attention that Summoning spells can only be cast once for the rest of the game and have to be flipped over immediately after being cast.
You may refer to the Spell Library (P.18-19) for the detailed description of spell effects.
Example: Bahon takes Spearhead and Forced Trade from the supply and places them in his spell archive. If Bahon decides to use Spearhead this turn, which is a Summoning spell, he would need to flip it immediately after use. He can also save it for future turns.
2. GU Growing
In this action, sorcerers may spend drops and grow up to TWO GUs. Sorcerers gain influence and elements based on the GU they have grown. Each GU can be grown on a new land (Reclamation) or on an existing GU tower (Overgrowth).
Reclamation. Sorcerers may spend 1 drop and grow a desired GU on any unoccupied land to become a new GU tower. Sorcerers have to spend one extra servant to clean up the debris token (if any) first. Gain the one-off resource from the land. Put one of your remaining sorcerer platforms on top of the GU tower. A sorcerer may own at most 4 GU towers.
Overgrowth. Sorcerers may grow a desired GU on top of an existing GU tower they controlled and then spend drops equal to the level it is grown. Sorcerers may temporarily take away the sorcerer platform for convenient execution.
* Moon GU can only be grown once in a turn and each GU tower can only have one moon GU.
After you grow a GU, perform the following based on the type of GU you have grown:
- Flame GU: Gain 1 influence and flame element(s) that equal the level it is grown.
- Stone GU: Gain 1 influence and stone element(s) that equal the level it is grown.
- Water GU: Gain 1 influence and water element(s) that equal the level it is grown.
- Thunder GU: Gain 1 influence and thunder element(s) that equal the level it is grown.
- Moon GU: Gain moon element(s) that equal the level it is grown.
Example: Cassandra spends 4 drops to grow a flame GU on level 4 and gains 4 flame elements. She receives 1 flame servant, 1 war die and 1 influence by passing through specific flame elemental points. She then places the flame servant in another GU tower which has no flame servant at all. Since this is a level-3 GU tower, she can only put at most 3 servants in this tower's sorcerer platform. Finally, she decides to replace an existing stone servant with the new flame servant.
Growing Moon GUs: Another Way to Victory
If a sorcerer somehow finds themselves lagging behind, they may try to grow moon GUs and gain victory by Moons' Blessing. Each GU tower can only hold ONE moon GU. Once a sorcerer has grown a moon GU or gained a moon element, move their sorcerer token from the influence track onto the moon element track.
From now on, this sorcerer would not gain any influence and can only win the game by gaining enough moon GUs with respect to moon elements at the beginning of their turn. In order to gain Moons' Blessing, the sorcerer needs to have a certain number of moon GUs according to the checkpoint they have passed through on the moon elemental track.
Sorcerers have to have at least 4, 3 or 2 moon GUs on their GU towers in order to gain Moons' Blessing, according to the checkpoint they have passed through on the moon elemental track.
Example: Eddie decided to achieve the Moons' Blessing and has collected a number of moon elements. He would need to control at least 3 moon GUs at the beginning of his turn to win. Other sorcerers may obstruct Eddie by initiating war against Eddie in order to destroy some of his moon GUs.
3. Element Summoning
In this action, sorcerers may summon ONE kind of element and gain the resource(s) based on their elemental level. If they have mastered that element, they would also gain 1 influence each time when summoning that element.
- Flame element: Gain flame servant(s) equal to the flame elemental level.
- Stone element: Gain stone servant(s) equal to the stone elemental level.
- Water element: Gain drop(s) equal to the water elemental level.
- Thunder element: Gain mana(s) equal to the thunder elemental level.
Example: Bahon's flame elemental level is III so he gains 3 flame servants PLUS one influence via summoning the flame element.
4. War Waging
In this action, sorcerers (attacker) may initiate a war from a GU tower which has at least one servant, against any ONE adjacent opponent's GU tower (defender).
GU, servant, arrow and shield
- Every stone servant has 2 shields; every flame servant has 1 shield and 1 arrow. Each arrow can deal one damage to a shield. If a servant has no shield left, remove it and return it to the supply.
- Attacker will gain ONE bonus arrow as the attacker's advantage.
- A war die may carry 1 arrow or 1 shield depending on the rolling result.
War
When war begins, both attacker and defender have to declare and spend any mana (if any) for their potion effect. After that, they roll all of their war dice (if any).
Arrows from the defender would ONLY deal damage to the attacker's servants, but not the attacker's GU tower. Both sides calculate their arrows and shields.
Total arrows = number of flame servants + number of arrows from war dice + (1 arrow for attacker's advantage) + (any potion effect)
If a sorcerer rolls any shield icon, 1 shield can block 1 arrow. When the shield icons are used up, sorcerers can decide by themselves which of their own servants take the remaining damage first, then discard the servant(s). Both sorcerers remove the injured servants and place them back to the supply at the same time. Even if a stone servant has 1 shield left eventually, it will also be removed at the end of war.
After removing servants, if the attacker still has remaining arrows (not yet offset by the defender's shields), they can damage and remove GU(s) from the top of the target tower. 1 arrow destroys 1 GU. However, the attacker CANNOT remove GUs more than the number of their servants at the beginning of the war.
War dice are then returned to both sorcerers' dice pool.
Reward
- For each GU destroyed, the attacker gains 1 influence and 1 drop.
- If the attacker has destroyed at least one GU, they can grow ONE GU anywhere following the same rules as GU growing when the war is finished. Even if players remove multiple GUs, they may only grow ONE GU as reward.
Example 1 (printed as a four-step sequence)
- Charles initiates a war against Eddie's tower. Charles has 3 flame servants. Eddie has 1 stone servant and 2 war dice (gained from the elemental track).
- Since Charles is the initiator of this war, he gains 1 additional arrow bonus. Total arrows from Charles = 3 + 1 = 4. Eddie rolls his war dice and gets 2 arrows.
- 2 of Charles's flame servants are killed by the war dice from Eddie. All shields from Eddie's stone servant are destroyed. The remaining 2 arrows from Charles destroy 2 of Eddie's GUs.
- Charles finally wins 2 influence and 2 drops by removing 2 GUs, and he can grow ONE GU anywhere following the rule in the GU growing action after the war.
Side Actions
Sorcerers may perform side actions in any order within their turn.
1. Spell casting. Sorcerers may spend mana to cast multiple spells at any time during their turn. Each spell may only be cast ONCE in a turn.
Example: Bahon first casts Whistle to gain two servants from the supply. Since Whistle is a Summoning spell which can only be cast once in a game, he needs to flip the spell after the effect. He then uses the incoming servants as well as 1 mana from his reserve to cast Flask Energy, which gives him a flask.
2. GU sliding (once per turn). Sorcerers may spend 1 servant to move and slide 1 of their top GU from their GU tower to any connected unoccupied land or another GU tower they control. For the latter case, sorcerers may only slide a GU from a taller GU tower to a shorter GU tower. For example, sorcerers may slide their top GU from a level-3 GU tower to a level-2 GU tower but not vice versa. Sorcerers have to spend 1 extra servant if there is any debris token on the land.
Example 1: Charles decides to slide a top GU from tower 1 to tower 2. He spends the stone servant from tower 1 to do so.
Example 2: Charles cannot slide their GU from tower 1 to tower 2 because tower 1 is not taller than tower 2.
After finishing the main and side actions, sorcerers may allocate their own servants from their servant reserve to their GU towers. After that, their turn ends. The next sorcerer proceeds with their main and side actions until all sorcerers have finished 3 turns.
Daybreak Phase
Night ends and GU starts to bloom elements as the sun rises. Sorcerers get rest and resources from all elements. All sorcerers gain resources from the supply based on their elemental level on each track. When gaining flame and stone servants, sorcerers have to assign them to their GU towers or servant reserve for later use. (In case of any argument, sorcerers may place all of their servants following the same order as this turn.)
For sorcerers who control a shrine, they can gain one influence or one moon element at this time. For sorcerers who are pursuing Moons' Blessing, if they have passed through this box of the track, they can gain 1 moon element.
Example 2: At Daybreak phase, Eddie gains:
- From the flame element: 2 flame servants;
- From the stone element: 3 stone servants + 1 influence. However, as Eddie decided to pursue Moons' Blessing instead of Forest Dominance, he CANNOT gain the 1 influence.
- From the thunder element: none;
- From the water element: 2 drops;
- From the moon element: 1 moon element.
Repeat
The sun falls and another long night begins. Sorcerers with the least moon elements, followed by the least influence, shall start the new day first. Rearrange sorcerer order from the least moon element to the highest element and then from the least influence to the most influence. If more than one sorcerer has the same moon element and influence, their order follows the previous round.
Discard the top spell scroll of each scroll deck. Repeat from the Twilight phase to the Daybreak phase.
Game End
There are two ways to end the game: Forest Dominance or Moons' Blessing.
Forest Dominance
When a sorcerer has at least 30 influence at the beginning of their turn, the game ends in Forest Dominance when the last sorcerer finishes this turn. Sorcerers with the most influence win the game. If more than one sorcerer has the same influence, sorcerers with more GUs in the forest win.
Moons' Blessing
The game will end in Moons' Blessing if any sorcerer has a certain number of moon GUs in the forest, with respect to a certain number of moon elements on the moon element track, at the beginning of their turn (see page 13). Sorcerers who meet Moons' Blessing win the game. If more than one sorcerer met Moons' Blessing, sorcerers with more moon elements win the game.
Spell Library
Summoning Spells
After casting a Summoning spell, the spell scroll has to be flipped over and is never used again.
| Spell | Mana Cost | Effect |
|---|---|---|
| Empty Flask | 0 | Gain 1 flask from the supply. |
| Hunch | 0 | Gain any 2 general elements (excluding moon element). |
| Mana Crystal | 0 | Gain 2 mana from the supply. |
| Moon Essence | 0 | Gain 1 moon element. |
| Raging Roar | 1 | Gain 2 influence. |
| Spearhead | 1 | At the beginning of war, gain 2 arrows. |
| Water Pouch | 0 | Gain 2 drops from the supply. |
| Whistle | 0 | Gain any 2 servants from the supply. |
Servant Spells
Servant spells are related to conversion of servants into other resources.
| Spell | Mana Cost | Effect |
|---|---|---|
| Elementalist | 1 | You may convert any 2 flame servants into 2 stone servants or vice versa. |
| Flame Portal | 1 | Taking from the supply, place a flame servant on EACH of your GU towers that has no flame servant. |
| Flask Energy | 1 | You may convert any 2 servants into 1 flask or vice versa. |
| Forced Trade | 1 | You may give a drop to another sorcerer and take 1 of their servants, then place it in your reserve or GU tower. |
| Glorify | 1 | You may convert any 1 servant into 1 influence. |
| Purify | 1 | You may convert any 2 servants into any 2 elements. |
| Stone Portal | 1 | Taking from the supply, place 1 stone servant on EACH of your GU towers that has no stone servant. |
War Spells
War spells allow sorcerers to gain bonuses related to war.
| Spell | Mana Cost | Effect |
|---|---|---|
| Bounty | 1 | Gain 2 drops if you have killed any servant this turn. |
| Champion | 1 | Gain any 2 servants if you have destroyed any GU this turn. |
| Interests | 1 | Gain any 2 elements if you have destroyed any GU this turn. |
| Invincible | 1 | At the beginning of war, gain 1 arrow. |
| Reincarnate | 1 | Gain any 2 servants if you have killed any servant this turn. |
| Siphon | 1 | Gain any 2 elements if you have killed any servant this turn. |
| Squeeze | 1 | Gain 2 drops if you have destroyed any GU this turn. |
| Strike |
GU Spells
GU spells allow sorcerers to gain bonuses related to GU growing.
| Spell | Mana Cost | Effect |
|---|---|---|
| Extra Hand | 1 | Gain any (1) servant from the supply if you have grown a GU this turn. |
| Flame Harmony | 0 | Gain a flame element if you have grown a flame GU this turn. |
| Shadow GU | 1 | Place a GU on a GU tower WITHOUT gaining any element and influence immediately. |
| Stone Harmony | 0 | Gain a stone element if you have grown a stone GU this turn. |
| Supplement | 1 | Gain any 1 element if you have grown a GU this turn. |
| Thunder Harmony | 0 | Gain a thunder element if you have grown a thunder GU this turn. |
| Toss a GU | 1 | You may slide one of your GU to another connected land. Like the normal GU sliding action, you cannot slide and move a GU from a tower to a same or higher-level GU tower. |
Potion Book
Bahon's Potions
| Potion | Type | Effect |
|---|---|---|
| Hibernate | Neutral | Gain resources equal to your highest element level at the end of the Twilight phase. Repeat it at the end of the Night phase. |
| Fury | Flame | Your stone servants always gain 1 more arrow this round. Master: you may spend 1 mana to make your opponent roll 2 fewer dice in war. |
| Big Belly | Stone | Your flame servants always gain 1 more shield this round. Master: you may spend 1 mana to make your opponent roll 2 fewer dice in war. |
| Forest Keeper | Water | Once per turn, spend 1 mana to place 1 debris on the map and gain 1 resource. Master: gain 1 more. |
| Slow Learner | Thunder | Your spell always casts twice but costs one more mana. Master: your spell always casts twice but costs one mana instead. |
Charles's Potions
| Potion | Type | Effect |
|---|---|---|
| Overwork | Neutral | You gain an additional turn at the end of the Night phase. |
| Duel Expert | Flame | You always gain 1 arrow this round. Master: you may spend 1 mana to attack the same tower again if no GU is destroyed this turn. |
| Nine Lives | Stone | You always gain 1 shield this round. Master: for each GU of yours destroyed, you may spend 1 thunder to revive. |
| Curiosity | Water | At the end of the Twilight phase, you may destroy at most 4 flasks and gain 1 resource for each one destroyed. Master: gain any 2 resources for each one destroyed instead. |
| Invisible Hand | Thunder | Once per turn, you may spend 1 mana to take a spell from the supply. Master: this newly taken spell may replace any of your spells. |
Eddie's Potions
| Potion | Type | Effect |
|---|---|---|
| Early Bird | Neutral | When the Night phase begins, you take your first turn before the first sorcerer this turn. The 2nd and 3rd turns follow the usual order. Your first GU grown in this round costs 0 drops. |
| Cheating | Flame | When war begins, you may spend 1 mana to roll 2 more dice. Master: after rolling dice, you may reroll any number of your dice once as well. |
| Plan B | Stone | When war begins, you may roll any number of your dice and gain stone servant(s) per shield rolled. These dice cannot be used again in this war. Master: roll all of your war dice one more time. |
| Lucky Hand | Water | At the end of your turn, you may roll all of your war dice and gain 1 resource per arrow rolled. You cannot gain repeated resources. Master: roll all of your war dice one more time. |
| Thief | Thunder | Once per turn, you may spend 1 mana to cast any 1 spell in the forest, including both spells in the supply or in any sorcerer's spell archive. Master: you may spend another 1 mana to cast another 1 spell immediately as well. |
Cassandra's Potions
| Potion | Type | Effect |
|---|---|---|
| Total Mastery | Neutral | Gain any 2 resources for each mastered element at the end of the Twilight phase. |
| Flamouflage | Flame | At the beginning of war, you may spend 1 mana to gain 1 flame servant. Master: you may spend 1 mana to gain 2 arrows instead. |
| Stonouflage | Stone | At the beginning of war, you may spend 1 mana to gain 1 stone servant. Master: you may spend 1 mana to gain 2 shields instead. |
| Germination | Water | When you grow two of the same GUs in a turn, gain any 1 resource. Master: gain 1 more resource of ANOTHER kind as well. |
| Thunder Chain | Thunder | Once per turn, after you cast a spell, gain any 1 resource. Master: gain 1 more resource of ANOTHER kind as well. |
The printed Potion Book also repeats these potions in condensed form on page 23. That copy matches the tables above and is not transcribed again.
The printed Rule Summary on page 22 condenses the game flow, the Night actions and the war rules, and its spell summary repeats the Spell Library. Those are not transcribed again; the sections above are the full rules.
Icon Reference
The printed Icon Reference is an icon-only table. Each entry is named here.
- Sorcerers: Cassandra, Eddie, Bahon, Charles.
- Elements: General element (does not include moon element); flame element; stone element; thunder element; water element; moon element.
- GUs: General GU (does not include moon GU); flame GU; stone GU; thunder GU; water GU; moon GU.
- Resources: flame servant; stone servant; general servant; mana; drop.
- Others: war die; spell scroll; flask; potion.
- Values: shield; arrow; influence.
- Phases: Twilight; Night; Daybreak.