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Wizard Miners

Wizard Miners Rulebook

Table of Contents

Table of Contents

  • Terms In the Rules
  • Set Up
  • Starting Play
  • Spells
  • Rubble
  • Cave-In!
  • Miscellaneous
  • Sample Game Play

Terms In the Rules

Mine deck – the face down deck that represents the depth of your mine.

Mining a card – when you are allowed, mining cards means moving cards from your mine deck to your rubble pile. If the card is face down in your mine deck, turn it face up when placing it in your rubble pile and take the number of gems shown.

Rubble pile – This is where mine cards go face up.

Tool – An entire tool, including upgrades, is one tool (exception: Broken Tool Spell).

Set Up

A – Determine starting player any way you like. First player selects a Wizard Player Starting Card and other players select a Starting Card in clockwise order. Each player takes their starting gems according to this chart:

Wizard Starting Mining NumberGems to Start
76
85
105
116

B – Player takes and shuffles the mine deck that matches their Wizard Starting Card color. Each player puts a "cave-in" card in the middle of their mine deck by counting out 21 mine deck cards and placing a "cave-in" card between the top 21 cards and the bottom 21 cards. All cards in the mine deck should be face down.

C – Each player takes 2 spells to start the game.

D – Before players' turns begin, there is an initial purchase phase. Each player may purchase one basic level tool with their starting gems. Take the tool of your choice, pay the cost, and place it in front of you.

Tool costs (in gems):

  • Chisel – 2
  • Hammer – 3
  • Pick – 2
  • Shovel – 3
  • Drill – 4

Starting Play

Each turn will have an "Active Player" who will do the following:

  1. Declare "digging" or "not digging"
  2. Take One Action
  3. Roll Dice (2, 8-sided dice, added together for result)
  4. Take Free Spell and move Active Player token and dice to next player

1 – DECLARE: As the active player, you Declare if you are going to use your tools to mine this turn by saying "I'm digging" or "I'm not digging". If you chose not to dig, you may do step 2 TWICE this turn, but only your wizard starting number will allow you to remove mine cards from your mine deck on your roll (as your tools are "not digging"). You will still roll the dice for all other players. Use the Declare token to show your choice.

  • I'm digging! (Mining light on)
  • I'm NOT digging! (Mining light off)

2 – TAKE ONE ACTION: The active player MAY purchase from the store OR MAY clean up.

If you choose to Purchase – You can purchase 1-3 Dynamite AND/OR one tool or tool upgrade. Dynamite costs 2 gems each and must immediately be played on another player when purchased. Tools purchased allow you to start a new tool or upgrade a tool. You may ever only have any 3 of the five tool types.

Purchase options costing ONE ACTION:

  • One new basic tool
  • One tool upgrade
  • One new basic tool AND 1-3 Dynamite
  • One tool upgrade AND 1-3 Dynamite
  • 1-3 Dynamite

You can only purchase the tool upgrades in this order – basic, big, great. For example, to purchase a Big Chisel, you must first purchase a Chisel. You can only have one of each of any card at any given time (you can't buy another basic chisel if you already have one).

When you upgrade, the new numbers on the tool cards are IN ADDITION to, NOT REPLACING the previous tool's numbers. Place the upgrade card so you can see all of the numbers.

If you choose to Clean Up – You may permanently discard from your rubble pile up to 5 cards for a cost of 1 gem per card. Cleaned up cards can never be returned to your mine deck and are removed from the game. (SUGGESTION – tuck discarded mine cards under your Wizard Starting Card)

REMEMBER – if you chose to "not dig", you may take a second action.

Spells may now be cast. The spell casting "window" lasts from the conclusion of the Active Player's actions to the Dice Roll. Players should cast their spells in order from the player to the left of the active player around to the active player. See SPELLS for additional rules regarding spell casting.

3 – ROLL THE DICE! The active player MUST Roll dice (2d8).

ALL PLAYERS – If the number rolled matches your Wizard starting card number or a number on a tool you have, you will move cards from your mine deck, turning them face up, to your rubble pile. All players, every roll, move mine cards in this fashion, one card for each number you have on your tool cards, and collect gems found from mine cards that started face-down. NOTE if you have a number multiple times, you mine multiple cards!

Play Example:

Player 2 is playing the Red Wizard and has upgraded to a big shovel, a big drill, and also has a chisel.

  • If a "3" is rolled, Player 2 would flip TWO mine cards from their mine deck into their rubble pile, taking the value of gems from each card.
  • If an "8" is rolled, Player 2 would flip FIVE mine cards (Two from the shovel, two from the Big Drill, and one from their Wizard Starting Card) from their mine deck into their rubble pile, taking the gems from each card.

BONUS ONLY FOR THE ACTIVE PLAYER – If you have chosen to dig but not purchase OR clean up this turn (you took no actions in Step 2), and roll any number you have on a tool that has been upgraded to GREAT (whether the number rolled is on the basic, big, or great card), move additional mine cards equal to the bonus number noted in purple on that GREAT item.

If a player, on their turn, chooses not to purchase anything or clean up, this bonus becomes available.

In this example, if ANY Drill numbers come up, 3 additional cards are mined. (If a 5 is rolled, FIVE cards (2 + the +3 bonus) would be flipped from the mine deck to the rubble deck.)

4 – FREE SPELL AND TURN END

The active player acquires one spell for free. You may buy one additional spell for two gems (only once per turn). There is a five-card hand limit for spells. After acquiring in this step, discard down to five.

Turn ends. Play passes to the next player to the left, who becomes the Active Player and starts at step A. Pass the dice and the Turn Token to that player.

Play continues until one player has emptied his MINE DECK of all cards at any time on their turn. First player to have all mine cards gone from their mine deck, either cleaned up or on the rubble pile, at any time during their turn wins!

Spells

Spells may be cast at any time after the current Active Player finishes their action(s) and prior to the die roll. One spell maximum for each player per turn. The only exception is for spells that are defensive – redirect, reflect, negate, or tool saved – which can be cast if you are attacked, regardless if you already cast a spell that turn.

Anytime a spell is affecting you, you are being "attacked", so reflected and redirected spells that come at you allow you to play a defensive spell (reflect, negate, redirect, tool saved). ONLY the player being attacked can cast a defensive spell.

When a spell is redirected or reflected, the caster of the redirection (or reflection) is now the "caster" for any selection purposes.

If a spell card does not note a duration, it is for the next roll only.

Spells are cast in clockwise order starting from the player to the left of the active player and finishing with the active player. Players may always defend, regardless of that rotation.

Attack spells cannot be cast on yourself. Defensive spells can only be cast in defense of yourself. (For example, you cannot break your own tool and you cannot negate a spell that is not coming at you.)

Spells only affect one other player. There are no global effects.

Spell Types

  • ENHANCEMENTS (Green Border) – Can only be cast on yourself: Blast, Big Blast, Wizard Drill, Magic Auras, Shore Up.
  • ATTACK SPELLS (Red Border) – Can only be cast on other Wizards: Broken Tool, Cave-in, Knocked Out, Out for Repair, Hard Rock.
  • DEFENSIVE SPELLS (Blue Border) – Can only be cast on yourself: Negate, Redirect, Reflect, Tool Saved.

PLAYING NOTE – The background colors of the numbers are consistent to make it easy to scan your numbers and see how many you have. Numbers 2-6 are blue, numbers 7-11 are green, and numbers 12-16 are red.

Rubble

Any rubble cards added to a player's mine deck as a result of spells or a cave-in are taken from their rubble pile and placed face up on top of their mine deck. If the player doesn't have enough rubble cards just empty the rubble pile back to the mine deck, there is no additional negative effect.

Face-up cards in your mine deck have to be removed (dug out) like any other mine deck card back into the rubble pile, but players do not receive gems from them.

Cave-In!

When you reach your Cave-in card in the middle of your mine deck, several things happen IMMEDIATELY:

The player (or players) that has uncovered their Cave-in card should turn it face up in front of them to see the chart. The player(s) each will immediately make a Cave-in roll by rolling the 6-sided die (d6) and referencing the chart.

After making the Cave-in roll and returning any rubble cards to the mine deck, players continue to mine the rest of their cards for that turn. The Cave-in card itself is not counted as a mined card.

As soon as any player uncovers their Cave-in card, a third die (six sided CAVE IN die) is added to EVERY PLAYERS' roll during Step 3 of a player's turn. Everyone will roll 2d8 and the Cave-in die every turn for the remainder of the game.

If a CAVE-IN is rolled on the CAVE-IN DIE when rolling in step 3, then ANY PLAYER THAT HAS THEIR CAVE-IN CARD in front of them must immediately roll a d6 on their cave-in card to see the effect of the Cave-in.

Making a Cave-In Roll

Each player who must roll takes the result of their individual d6 roll, adds +1 for each dynamite that has been played on them, and looks up the result on the table on the card. There may be no cave-in (0), and 1 to 8 card cave-in, or even the entire rubble pile! Any rubble cards caving in this way go back to the top of the mine deck, face up. This is why you Clean Up!

The Cave-in card does not count as a mine card. So, if you are removing multiple cards and hit your mine card, do not count it as one of your mine cards. Flip it over and, after you finish your Cave-in roll, finish mining your cards.

Miscellaneous

When purchasing dynamite, you immediately "sneak it in" to another player's mine. Upon purchasing, place it on another player. You may split up your purchase anyway you wish.

Dynamite is discarded (and can be repurchased later) once it has added its +1 to an individual d6 roll during a Cave-in (once it has blown up!).

The amount of dynamite available is fixed at 16. The store can "run out"! Dynamite that has "blown up" is returned to the general supply and can be repurchased by any player.

If your mine deck is empty (but it is not your turn) and one of your numbers is rolled, you can clean up cards from your rubble pile equal to the number of cards you would have mined.

A "Shore Up" spell subtracts one from a Cave-in roll the way that dynamite adds one. A Shore Up spell is only discarded after use if dynamite has been played in your mine and you have to roll a Cave-in roll. Otherwise, the Shore Up spell stays out and continues to subtract one from future Cave-in rolls. Think of it as the dynamite has destroyed the Shore Up efforts.

A "broken" tool means that the top upgrade is lost for that tool. For example, if a broken tool spell is cast, a "great" tool would be removed back to show "big", a "big" tool back to the basic tool, and a basic tool would be lost. These tools are placed back in the tool supply and would have to be re-purchased to get them back. This is different than the "out for repair" spell, which basically causes a "lose a turn" for that entire tool for the duration of the spell.

When a spell is cast on a tool, its effect is on the whole tool – basic and upgrades. So, enhancing a drill enhances every number of drill upgrades. (Only exception is broken tool described above).

Remember – any card returned from the rubble pile back to the mine deck does NOT generate more gems when it is mined again!

When casting a spell with a duration on a tool, place the spell on the tool affected and use timer tokens to keep track of the duration. Duration is in die rolls, not your active player turns!

Sample Game Play

Morgan is playing the Red Wizard and this is her playing area. She has already reached the middle of her deck and has uncovered her Cave-In card. Two dynamite have been purchased by other players and played on her. She has one spell currently in play – a Magic Aura that lasts for three rolls and has two rolls left on its duration. It is Nolan's turn and he declares that he is digging. Once he declares, he can take his action. Nolan chooses to purchase an upgraded Pick and one dynamite, which he gives to Morgan. Worried about her rubble deck caving in, Morgan casts a "Shore up" spell. With spells done, Nolan picks up the dice. (He picks up 2d8 plus the Cave-in die, even though he doesn't have his Cave-In card out yet – because Morgan does.)

Nolan rolls the dice. He rolls a 3 and a 5 on the two 8-sided dice – an 8! Unbelievable number for Morgan! She has 8s everywhere! But wait! Nolan also rolled a CAVE IN on the Cave-in die – a Cave-In roll for anyone with their Cave-In card out! Before anything else happens, Morgan has to make her individual Cave-In roll. She rolls a d6 and rolls a 4. Morgan has 3 dynamite played on her, so she adds three to the roll. She also has smartly played a "Shore Up" spell which allows her to subtract 1 from the Cave-In roll. 4+3-1=6. Morgan reads her Cave-In card to see what happens on a 6. 8 of her rubble pile caves-in! Morgan has 3 cards in her rubble pile, so all 3 of her rubble pile cards go back to the mine deck.

Morgan puts the 3 rubble cards face up on her mine deck to remind her that she does NOT get more gems when these cards are mined again. Now that the Cave-In has been resolved, Morgan discards the dynamite tokens back to the purchase pile and discards her Shore Up spell since dynamite was used.

Morgan also realizes that she still got a great number from Nolan! She still gets to mine on this turn. Nolan rolled an 8. Morgan has two 8s on her shovel cards and two 8s on her drill cards. She also has 8 as her starting number. She also has a magic aura on her drill, giving her plus one card for that tool! Morgan gets to mine 6 cards! She removes the top three back to the rubble pile (getting no gems) but now she's "digging new rock"! The next three mine cards come off into the rubble pile and she collects the gems for them.

Morgan has to be careful though. She now has 6 rubble cards and is still susceptible to another Cave-In. On her turn, she should consider not purchasing in step 2 and cleaning up instead.