Wiz-War: Expansion Set #1
Wiz-War: Expansion Set #1 Rulebook
Table of Contents
Table of Contents
Magic Sticks
Each stick carries a number of charges determined by the number card played when the card is first used. This number tells you how many times the stick can be used before it gets discarded. Any stick operates a maximum of once per turn, and once it is used up, is useless and may not be recharged, nor retrieved from the discard pile (see DEJA-VU, the new card). In the event that ownership of a magic stick is transferred to another player, then whatever stick charges are left on the stick are also transferred. AMPLIFY and ADD will both work when setting the initial number of spells on the stick.
Incidentally, magic sticks don't burn. They do, of course, count as a card in your hand.
SPEED or ADRENALINE will NOT allow you to use a MAGIC STICK more than once in your turn. While the spells speed YOU up they do not speed up the limits of the MAGIC STICK. This isolation of the stick from you allows you to use it even with NO SPELL cast on you.
Monsters
The other unique item in this expansion is the use of created creatures. Any created creature will follow the commands of his creator (except for the IMP), even when out of line-of-sight. They move any time during the controlling player's turn, so if a player gets an extra turn, or loses a turn, so does the monster (except for the imp). Created creatures, unless otherwise noted on the card, may not hurt their creators, carry items, or cast spells. You may not add NUMBER cards to their movement, but you can cast neutral spells such as MIST-BODY and SPEED on them.
Monsters attack once per turn, and cannot attack the turn they are created, but can move the turn created. A monster counts as your attack for the turn only on the turn he is created. You and your monster may both have attacks on later turns. Monsters can attack other monsters.
In the unique circumstance of casting a SHADOW and later losing a turn, if you wish to maintain the SHADOW during your lost turn, it still costs you a life-point.
If you cast BUDDY, you can still attack the other player with a created monster without breaking the BUDDY spell, but he cannot attack you with a created monster.
If a monster sees any ILLUSION, he has the same chance to believe it as a player.
A monster controlled by you does NOT count as a card in your hand.
Unless otherwise stated on the card, monsters cannot use cards from your hand.
Other Notes
There are some tokens included on the token sheet this time around that might help you: they are marked with a number of CHARGES and a number of TURNS. These are to help keep track of how many charges a Magic Stick has left on it (place the CHARGES in front of you after you have charged up the Stick), or help you keep track of spells that last a certain number of turns. You needn't use them if you can keep it all straight in your head.
We have also included a number of blank cards in this edition. If you have a great idea for a spell that just can't wait, write it down on one of these cards and use it.
This was not addressed in the first edition, but the advent of monsters brought the question up: can you cast neutral spells, such as SHRINK, on an opponent, even though the normal purpose is to cast them on yourself? The answer is yes: but the action would count as your attack for the turn and could be counteracted. There are also some new words on the cards in the lower right-hand corner. They are SELF and ADJACENT. Self tells you that the spell on the card can only be cast on yourself. Adjacent tells you that the card can only be used on the square next to you.
If you don't like a card in your edition of Wiz-War, don't use it. Lots of people hate BUDDY and THUMB OF GOD, and there are bound to be a couple of other cards in here that folks don't like. Just don't use them. Or, even better, change the rules and use BUDDY as a duration-spell.
General stuff: The tokens for MAGIC STICKS and MAGIC STONES aren't meant to be carried by a player. They are there in case a player drops an item to show where it was dropped.
If you REUSE an object-creating spell, there may not be enough tokens to represent the new object. In this case, you'll have to rough it. Use a penny, or cut out a little piece of cardboard.
Thanks
Since I failed to thank all the people who helped me put this game together in the regular edition, I will thank them here. Thanks go to:
Jeff and Della Smith, who helped design the game.
Dave Johnson, for good ideas, critiques, and the use of his Macintosh.
Martin Gallo, for more of the new cards than I care to admit....
Brandon Brylawski for his suggestion of Magic Stick and Monsters.
E. Burgess for his Fear card (he called it Odor, same thing).
Jim Johnson for the basic PIT mechanics.
Byron Troy for GLUE and REWARP.
Dan Hyman for extensive suggestions on this expansion, and ILLUSIONARY ATTACK.
And other miscellaneous folks Mark Pifer, Jeff Siadek, Geoff Case, Jeff Steele, Lee Gold, for miscellaneous comments, suggestions and critiques.
And, of course, the dozens of playtesters from the Society of Wizards and Warriors, aka SAGA, you know who you are.
Lastly, for this edition, the gang at Swarthmore, for enough new card ideas to fill another expansion set (and, of course, SWARTHMORE'S ENCHANTMENT).
THANK YOU ALL! Tom Jolly, 5-23-91