RulesPal
Chat
Rulebook
Wizard School thumbnail

Wizard School

Wizard School Rulebook

Table of Contents

Table of Contents

  • Overview
  • Game Setup
  • Playing Wizard School
    • Play Overview
    • Going to School
    • Taking an Action
    • School Strikes Back!
    • Making an Attack!
    • Types of Magic in Wizard School
    • Important Rules Regarding Attacks
    • How to Attack
    • Determining Attack Success
    • Get Rewards!
    • ...or Get Punished
  • Winning and Losing
    • Graduation Cards
    • Finishing a School Year
    • The Grade Scale
  • Card Types
    • Student Cards
    • Magic Deck
    • School Deck
  • A Few Last Things!
    • Rule Priorities
    • Save a Card
    • Randomness in Wizard School
    • Deciding What the Game Does
    • Oops!

Overview

To graduate Wizard School, wizards must cooperate while navigating the dangers of monsters, tests, and most importantly, grades! Each year you must achieve the Milestones on the Graduation card. If you can achieve all the Milestones for all 4 years of school without anyone failing, you graduate!

How to Win: The Wizards win a game of Wizard School by successfully completing all 4 years of school.

How to Lose: The Wizards lose if any single wizard gets an F on the grade scale. You're in this together!

Ages: 12+. Players: 2-5 Wizards. Playing time: 45-90 minutes.

Game Contents: 100 Magic Cards, 70 School Cards, 12 Student Cards, 32 Graduation Cards, 1 Grade Scale Card, 6 Milestones Tokens, 5 Colored Pawns, Game Rules.

Game Setup

Get your robes, wands, and crystal balls and gather round a table, or tree stump, or circle of carpet, or kayak...we really don't care.

  1. Shuffle the Magic Cards. Place the deck in the center of the table with room for a discard pile.

  2. Shuffle the School Cards. Flip over cards until you find 2 Monster cards and place them face up in the center of the table. Shuffle the School cards again, and place the deck in the center of the table with room for a discard pile.

    Optional: For an easier game, you may place just 1 monster or skip placing any Monsters on this step. For a harder game, you can place 3 or more Monsters!

  3. Place the Grade Scale in the middle of the table. Each wizard chooses a pawn to represent them on the grade scale and places it on the "A".

  4. As a group, randomly select 4 Graduation cards (one for each year of school). Stack the cards, face down, in order, with first year on top.

  5. Each wizard selects a Student card (either at random or after fighting for 20 minutes over who gets to be Medlissa) and places it in front of them, Underclassman side up.

  6. Now, each wizard draws Magic cards for their starting hand depending on the number of wizards in your wizard posse:

    • 5 wizards: Draw 4 cards each
    • 4 wizards: Draw 5 cards each
    • 3 wizards: Draw 6 cards each
    • 2 wizards: Draw 9 cards each

The wizard who got up earliest this morning gets the first turn!

Playing Wizard School

Begin by flipping the top Graduation card and placing it face up in the middle of the table.

Important! Be sure to read the rules on the Graduation card—it may have an immediate or ongoing effect that changes the rules of the game until all of its Milestones are fulfilled and it is replaced by a new one.

Now let's talk about how wizards take turns.

Play Overview

A wizard's turn is divided into 4 parts:

  • Go to School: Flip over the top card of the School deck.
  • Wizard Takes Action.
  • School Strikes Back: Look at the symbols on the back of the top card of the School deck and take appropriate action.
  • Pass the Wand: It's the next wizard's turn!

Going to School

The Acting Wizard (the player currently taking their turn) flips over the top card of the School deck and shows it to all wizards. If you flipped a...

  • Monster Card: Place it in the center of the table next to the Graduation card. It's going to stay there making your life harder until it's defeated.
  • Test Card: Place it in front of you. While a Test card is in play, it has an effect on the wizard who drew it! A Test is removed from play after it is either passed by the wizard (gaining them a reward) or when a Graduation card is completed (which will hurt their grades).
  • Activity Card: The wizard must follow the rules on the card and then discard it. This does not count as the wizard's action.

You should really read this... About Graduation Cards

Graduation cards come in 4 difficulty levels—Easy, Moderate, Challenging, and Ridiculous! The wizards share a common Graduation card for each year of school, which means you only use 4 total, not 4 for each wizard playing.

Choose cards without looking at their text. These cards will determine your Milestones for your 4 years of Wizard School.

You can alter the difficulty of Wizard School by changing the difficulty of the Graduation cards you draw. If you want Wizard School to represent real school, pick one card from each difficulty level and place them in order from easiest to most difficult. If you want an easy game, pick 4 cards from only the Easy and Moderate piles. If you want the game to be impossible, make all 4 years Ridiculous! Or customize your school life by picking any combination you'd like.

Taking an Action

A Wizard starts their turn with one action. However, there are many ways wizards can gain additional actions. Each of the following requires the Acting Wizard to use 1 action:

  • Attack a Monster: You may choose to attack a Monster card that was drawn on your turn or one that was already in play.
  • Take a Test: Attempt to pass a Test card in front of you. You can't take tests for another wizard!
  • Attempt a Milestone on a Graduation Card: This is usually done in the same way you would attack a monster or take a test. However, some Milestones must be overcome some other way. (The Milestones do not have to be completed in order, but look at the section on Graduation cards for more information on why it might be a good idea to try.)
  • Study: Draw 1 Magic card.
  • All Nighter: Discard 3 Magic cards and gain 2 extra actions. (Yes, this takes an action, so you end up with 2 remaining actions after doing this!)
  • Tutor: Discard 1 Magic card and improve another wizard's grade. You can not improve your own grade.
  • Socialize: Trade up to 3 cards from your hand with other wizards, or give up to 3 cards to other wizards.
  • Panic: Discard the top card from the School deck.
  • Explore: Draw another card from the School deck. If the card drawn is a monster or a test, the wizard may attack it without spending another action.

School Counselor Says: Just like in normal school, Wizard School is all about priorities. You can only do so much, and figuring out the best use of your available actions is the key to academic success. Even if you can totally take out a monster as it appears, it may be better to leave it alone so you can get something else done.

School Strikes Back!

After you take your actions, you're done, but the School isn't! Look at the back of the top card on the School Deck for a symbol which (if present) might result in some unfortunate events. If the symbol is...

  • A Green Monster: All Green Monsters in the center of the table strike the Acting Wizard! Follow the rules on the card for the monster's strike. If there are multiple Green Monsters, the wizard gets to decide the order of the strikes.
  • A Red Monster: Same deal as above but with Red Monsters instead.
  • A Grade Scale: Lower the grade for the Acting Wizard. If the marker ever reaches the "F", then ALL the wizards have failed out of Wizard School and lost the game. (Remember, you're in this together!)
  • Multiple Symbols: Apply the effects of each symbol, in an order decided upon by the wizard. Yes, this means sometimes your grade drops twice or all the Green Monsters and all the Red Monsters strike.
  • No Symbol: Nothing happens and everyone says "phew." (Though this doesn't actually exist in the game...yet.)

Making an Attack!

Magical attacks are the primary way that wizards get things done at Wizard School. Wizards need to use the proper type of magic to win the attack. There are 3 types of cards a wizard can attack:

  • Monsters: Each monster has a magical target listed on the left side of the card which must be matched in a single attack in order to defeat the monster.
  • Tests: Just like with Monsters, there is a magical target listed on the left side of the card which must be matched in a single attack in order to pass the test.
  • Graduation Cards: Each Graduation card has several Milestones. Some of these Milestones can only be achieved by attacking. Just like with a Monster or Test card, a magical target is listed. A wizard (and maybe another wizard willing to assist) must match the target in a single attack in order to achieve the Milestone.

Types of Magic in Wizard School

  • Illusion
  • Divination
  • Manipulation
  • Transmutation
  • Conjuration

Any Magic Type: When a wizard attacks, any of the 5 types of magic can fulfill this requirement on the target's card.

Important Rules Regarding Attacks

  • You can play a Magical Friend card at any time (even during someone else's turn). After you use them, you discard them.
  • You can only use Signature Spells on your turn, not to assist.
  • When attacking or assisting, you may only use ONE spell per wizard. (This is a Spell card. If you're the wizard attacking, you may choose either a Spell card or your Signature Spell.)

You should really read this... Monsters & Strikes

What if I can't? Sometimes when a Monster strikes, it will instruct a wizard to do something they are unable to do. For example, instruct a wizard to discard a Magical Friend, but the wizard does not have one. In this case (and only in this case), another wizard may offer to discard that card for the Acting Wizard. If no other wizard can or is willing to help the Acting Wizard, the Acting Wizard must instead lower their grade.

What About Orange Monsters? Orange Monsters have ongoing effects that are not considered strikes but affect the wizards pretty much all the time while in play. These effects are activated immediately when they enter play.

Can I defeat a Monster when it Strikes? Wizards may have cards that can stop bad things from happening! These include helpful Magical Friends, the effects of spells used during their turn, or even some items. If so, wizards can follow the descriptions on those cards and gain the benefit. This can stop the effects of a Monster's strike, or stop them from striking completely.

However, this does not defeat the Monster, which remains in play and can still strike on later turns until it IS defeated. Typically, Monsters are only defeated and discarded when a wizard uses an action to successfully attack.

How to Attack

When a wizard makes an attack, these same steps are taken no matter what type of card (Monster, Test, or Graduation Milestone) the wizard is attacking.

  1. Declare! State which Monster, Test, or Milestone the wizard is going to attempt to attack.

    Attack Tip: Discuss with your fellow wizards which target to Declare. Choose together to ensure successful attacks...usually.

  2. Choose Attacking Wizard's Spell: Select a Spell card from the wizard's hand, or select the wizard's Signature Spell, which is written on their Student card. Each spell has a Magical Power listed. Each Spell also has an effect listed, which is independent of Magical Power and may or may not affect the attack. Apply the effect of the Spell when casting it.

  3. Add Another Wizard's Spell: One other wizard (and only one!) may choose to assist by selecting a Spell from their hand. (A wizard may not use their Signature Spell to assist.) Wizards casting a Spell to assist also apply additional effects generated by the Spell they are casting. These will affect the Acting Wizard.

  4. Add Friends: ANY wizard (not just those attacking or assisting) may play any number of Magical Friend cards from their hand at any point during an attack.

  5. Discard Used Cards: Move all Spells and Magical Friends used in the attack to the discard pile. If the Acting Wizard has the option, they may save (or attempt to save) a card before placing it in the discard pile.

    Note: In rare cases, a wizard can save (or attempt to save) a card used and discarded by another wizard on their turn, such as a Spell or Magical Friend used to assist in the attack.

Escape Tip: When you lose an attack against a Monster, there are consequences. You don't suffer those consequences if you escape!

Determining Attack Success

Determine the total Power of the attack by adding up the Magical Power from each Spell and Magical Friend used. Be aware that items worn by wizards may also increase the Magical Power of their Spells.

Compare the type and total Magical Power of the attack to that of the target. If the wizard attacking used all the right types of magic, in the right quantities, then the attack is successful. (If the attack generates too much Magical Power, the excess is ignored.)

Get Rewards!

If the attack is successful, the Acting Wizard gains a reward! If the successful attack was against a...

  • Monster: Draw a number of Magic cards as indicated on the Monster card, and move the Monster to the discard pile.
  • Test: Follow the instructions on the card for passing the test. This may be to draw Magic cards, but there are many other possible rewards.
  • Graduation Milestone: Cover that Milestone with a marker. If the Milestone was completed in the proper order (that is, no earlier Milestones are incomplete), then draw the number of cards indicated. If it's the last Milestone on the Graduation card, please go to the Winning and Losing section to see how to proceed when completing a year of Wizard School!

Note: A wizard may share any (or all) cards drawn with any other wizard who assisted on the attack. They may do this after looking at the cards drawn.

Also Note: You only get rewards when you defeat a Monster or Test with an attack. If they are moved to the discard pile through any other means, you do not gain the rewards.

...or Get Punished

If the attack was not successful, the wizard is punished! If they were attacking a...

  • Monster: The attacking wizard and any wizard who assisted in the attack flip a coin. If successful, the wizard escapes. If a wizard does not escape, lower their grade.
  • Test: Lower the wizard's grade (AND keep the Test in play!).
  • Graduation Milestone: Lower the wizard's grade and the grade of any wizard that assisted.

Winning and Losing

The goal of Wizard School is to get through all 4 years without letting a single wizard fail. The way to do this is to complete Graduation cards, while tracking the wizards' grades on the grading scale.

Graduation Cards

Graduation cards represent the major challenges (called Milestones) the wizards must face, and overcome, during a single year at Wizard School. These cards detail exactly what the Wizards as a group must do to overcome this challenge and the rewards for doing so.

  • Special Rules: When a Graduation card is revealed, read this text right away! Some effects happen immediately when the card is revealed, and some effects are ongoing, affecting wizards as long as this card is in play.
  • Milestones: The Milestones indicate the criteria that the wizards must achieve to overcome the Graduation card.

Milestones are ordered on the card. Wizards may attack and overcome the Milestones in any order, but any Milestone which is completed out of order (that is, there is a previous Milestone which hasn't been overcome) does not grant any Magic cards to the Wizard as a reward for overcoming it. Each Milestone also indicates the number of Magic cards to draw when completed in the proper order.

If a Milestone shows a magical target, that Milestone must be attacked in the same way that a Monster is attacked. Many Milestones may be overcome without being attacked but by completing some other task in the game. Sometimes, the wizards may even find they've already completed a Milestone when the Graduation card is first flipped!

Any Magic card drawn for overcoming a Milestone is drawn by the Acting Wizard. If the Milestone was overcome by attacking the Graduation card, the cards drawn may be split between the Acting Wizard, and any wizard who assisted in the attack, if applicable. When a Milestone is achieved, cover it with a marker.

Note: Some Milestones have multiple things to achieve before being done. These Milestones do not count as being completed until all of these things are achieved. (For example, a Milestone might require the wizards to defeat 2 Green Monsters, so it is not completed when the first Green Monster is defeated. However, it is smart to mark in some way when the first Green Monster is defeated so that you can keep track.)

Only one Milestone or magical target can be defeated by a single attack, even if enough power is used to achieve multiple Milestones.

Example Graduation card: "Crack in the Drywall." Flavor text: "We thought this was just another way the school was showing its age. But then it started glowing, and we started feeling weak." Graduation Milestones (each with a magical target icon set): (1) Defeat magical target, then draw 1 card. (2) Defeat magical target, then draw 2 cards. (3) Defeat magical target, then draw 2 cards. Special Rule: Wizards may not use their Signature Spell or Special Ability while this card is in play.

School Counselor Says: For Milestones that don't require an attack, the Milestone is achieved the moment the requirements are fulfilled. So if you don't want to achieve a non-attack Milestone, you must change your actions to avoid it. For example, if you start the year with 2 people having their item limit and you start a new Graduation card with that Milestone, the Milestone is immediately achieved and the rewards go to the Wizard who acts first in the new year.

Finishing a School Year

A Graduation card is completed when every Milestone on the card is achieved. When this happens, remove it from the game. That school year is over! A few things happen at the end of the school year:

  1. The wizard's turn immediately ends. Yes, that means also skip the School Strikes Back part of the turn.
  2. Every wizard checks to see if they have any Test cards that they have not passed. For each Test card in front of a wizard, lower that wizard's grade one time. Move these Test cards to the discard pile. This does not count as passing the test.
  3. All wizards improve their grade one time. (Note that this happens AFTER checking for incomplete tests, so a wizard could fail before this step.)
  4. Flip over the next Graduation card. If there are no more Graduation cards in the pile, you graduated. You are a winner! Now all you need to do is gather $60,000 per year so you can go to Wizard University.
  5. Check the special rule on the new Graduation card and follow those instructions.
  6. The next wizard goes first in the new School Year.

Important! When the wizards complete a Graduation card and finish a school year, Monsters in the school remain there.

The Grade Scale

The Grade Scale is a tall, narrow card (the only one in the game this size—you can't miss it!) used to track the wizards' grades as they progress through school.

  • How to Use: When the game starts, each wizard places a pawn on the "A". Make sure you can tell your pawns apart!! Each time a wizard must lower their grade, or is told their grade gets worse, move their pawn down a grade level. If a wizard ever improves their grade during the game, move the pawn up a grade level. If a pawn ever moves to the box marked "F", that wizard has failed out of Wizard School, and the game is over for ALL the wizards. This is how you lose, so don't let it happen!

Note: Unlike some countries (according to our playtesters) the American grading scale does not have an E—no comments needed on our language proficiency.

Card Types

There are 8 types of cards in Wizard School. You just read about Graduation cards, so let's talk about the others.

Student Cards

Each wizard is a student at Wizard School. Your Student card tells you about the type of student you are! Once a wizard selects their Student card during setup, it will not change for the entire game of Wizard School. Every Student card has two sides, underclassman (newbie) and upperclassman (awesome-pants).

The example Student card shown in the booklet is "Evy Eve," the upperclassman side. Its text reads: "Trouble follows her around. And when it doesn't, she follows it." Signature Spell: a Spell icon of the Transmutation type OR a Spell icon of the Conjuration type. Special Ability: "One time on your turn, you may save a spell card." Backpack: 3 Items.

  • Signature Spell: This Spell, which is different for each student, can be used in an attack instead of playing a Spell card. A Signature Spell may only be used on a wizard's own turn; it may not be used to assist another wizard's attack. (Note that some cards may provide abilities to use a Signature Spell at other times.)

  • Special Ability: These abilities set students apart. Some special abilities are only available on a wizard's own turn, but the rules may vary:

    • Always: This is constantly in effect.
    • At any time: Literally any time, even when it's not your turn. This can also happen multiple times in a turn.
    • Once per turn: Not necessarily the wizard's own turn.
    • On your turn: Only on the wizard's own turn.

    If none of the above phrasing is used, the wizard can use their ability when the conditions on their Student card are met.

  • Upperclassman Goal: Requirements to become an upperclassman! Every wizard has some personal goals which they must complete in order to become a true upperclassman at the school. (It's all about confidence.)

    Note: A wizard CAN receive assistance on attacks used to achieve Upperclassman status.

  • Backpack Limit: This shows the number of Magical Items the student may equip at a time.

How to Use: Start the game with the underclassman side face up. Once you meet all the upperclassman requirements, flip over your Student card and meet your older, more mature, wizarding self. This does not take an action to do, it just happens automatically when the requirements are fulfilled.

Magic Deck

The Magic Deck has Item cards to help you kick booty, Spell cards to help you kick more booty, and Magical Friend cards because kicking booty is more fun when you do it with your friends.

  • Item Cards: Magical Items are really helpful at Wizard School. Each item has an effect when equipped by a wizard—meaning the card is placed next to their Student card, face up.

    How to Use: A wizard may equip or choose to discard an equipped Item at any time on their turn. A wizard must have room to equip the Item. (See the wizard's Student card for the maximum number of Items a wizard can use at one time). Once equipped, follow the instructions on the card. You may not save an Item card that is discarded by choice.

  • Spell Cards: These are the bread and butter of any wizard's abilities. Spells are how you do things in Wizard School.

    How to Use: Used when a wizard attacks or assists another wizard in their attack. Add the Magical Power of the spell to the attack total. Also apply the effect of the spell. Whenever a Spell is used, move it to the discard pile after the attack.

  • Magical Friends: While at Wizard School, a wizard may make a lot of Magical Friends who can be called on in a time of need to help conquer monsters, pass tests, and take on just about anything the school can throw at you.

    How to Use: Friend cards may be used at ANY time while playing Wizard School. When a Friend card is used, immediately apply the effects and move the card to the discard pile.

School Deck

The School Deck has Monster cards to test your wizarding skills, Test cards to demonstrate your knowledge, and Activity cards because your parents and teachers say you gotta do more stuff.

  • Monster Cards: There are Monsters! And these Monsters, in general, are going to get in the way of the wizards succeeding at Wizard School. There are 3 types (Red, Green, and Orange) which are active at different times.

  • Test Cards: Yes, it's inconvenient, but attending Wizard School constantly tests a wizard's abilities. There is no way to avoid a Test. The only question is if a wizard can pass. However, when you know a Test is coming up, it affects you! Sometimes in ways you don't even expect.

    The wizard who flips the Test card is the only one who can take the Test. Another wizard may assist, but only the wizard who flips the Test card receives the benefit from a passed test or punishment from a failed Test, unless the card indicates otherwise.

    Important: Remember, if the school year ends, a wizard's grade is marked down once for each uncompleted test in front of them. The test is then discarded. So take your tests!

  • Activity Cards: School Activities range from amazing to awful, but every school has them, even Wizard School. Activity cards can have immediate effects when drawn (in which case move the card to the discard pile), or ongoing effects (in which case place them face up on the table next to the Graduation card).

A Few Last Things!

Rule Priorities

If a rule on a card contradicts a rule in this Rules Manual, the rule on the card always takes priority. Graduation cards take priority over cards from the School deck, and School deck cards take priority over cards from the Magic deck.

Save a Card

Saving a card can happen any time the Acting Wizard moves a Magic card to the discard pile. If a card is successfully saved, move that card to the wizard's hand instead of the discard pile. Only the Acting Wizard may save cards, and unless specifically allowed, they may not save cards discarded by other wizards, only the cards they are discarding. A wizard may only attempt to save a card once. If unsuccessful, they may not try again, for any reason.

Randomness in Wizard School

Not everything in Wizard School happens exactly as you expect. In fact, there is quite a bit of random chance involved in making magic happen!

When the rules instruct you to flip a coin, you simply flip a coin! By default you are successful if you flip tails, however, wizards may feel free to call their flip instead. We know how superstitious wizards can be!

The rule instructing you to flip a coin will also tell you the result of a successful and unsuccessful flip. However, if the rule does not specifically tell you what to do in one of those cases, just do nothing.

Deciding What the Game Does

Sometimes, the game does not specify exactly in what order things happen, or which player something might affect. This is done on purpose! In these cases, it is up to the wizards to decide the order of events or target of an effect. Sometimes this might not matter at all, but other times these decisions could be the difference between graduating or failing out of Wizard School!

Oops!

There are times the wizards might forget something while playing, such as a rule that affects the outcome of an attack. Do not try to rewind and go back to redo the game to correct the mistake. Instead, if the error benefits the wizards, lower the grade of the wizard who was acting at the time. If the error did not benefit the wizards, just continue playing with no further consequence.