Wizard Wars Rules


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The Game

A game consists of 3 rounds. In each round, players take turns playing cards until they pass. When both players have passed, the round ends and players tally up points to determine who has won the round. The first player to win two rounds wins the game.

Deckbuilding

In order to play the game, both players must construct a deck by choosing at least 30 cards. The cards selected are subject to certain constraints, as follows:

Every card has a provision cost, which is displayed in the lower right corner of each card. Provision cost roughly determines how many points the card will play for. Importantly, the total provision cost of all cards in a deck cannot exceed 130. The ideal deck contains exactly 30 cards and 130 provisions. Although it is possible to exceed 30 cards or go under 130 provisions, this is seldom advisable.

Once you have a deck that meets these requirements, you are ready to play the game.

Card Lifecycle

During the game, cards can exist in one of five locations: the deck, the hand, the battlefield, the graveyard, or the sideboard. In addition to these, cards can sometimes be introduced from outside the game, or banished from the game. Cards which are banished are sent to the banish pile, but are no longer in play or considered to be part of the game.

In general, cards are drawn from the deck into the hand at the start of each round and then played from hand to the battlefield during the round. At the end of each round, cards on the battlefield are moved to the graveyard. Cards in hand after a round remain in hand and may be played in subsequent rounds.

Card Types

Every card is either a unit, tactic, equipment or emplacement.

Starting the Game

At the start of the game, all 30 cards are in deck and the battlefield and graveyard are empty. To begin the game, players follow a series of steps:

  1. Certain cards begin the game in the sideboard or graveyard. These cards should be moved to the appropriate location before the deck is shuffled.
  2. The deck is shuffled.
  3. Players toss a coin to determine who will go first. Going first is a disadvantage, so the player who plays first starts the game with a 3 point unit (Bird of Victory) already on their battlefield.
  4. Each player draws 10 cards.
  5. Each player takes up to 2 mulligans.
  6. Players roll the common mana dice and place their allied mana dice with the desired faces up. (The purpose of mana dice will be explained later.)

The game is now ready to begin.

Note: In order to take a mulligan, a player places a card from their hand face down in a temporary mulligan pile, and then draws a new card. After the player is finished taking mulligans, the mulligan pile is placed at the bottom of the deck in any order. A player need not take every available mulligan, but once a mulligan is taken cards cannot be moved from the mulligan pile back into hand.

Playing the Game

Each turn has a certain structure. First, all damage dealt to units is healed, as damaged units are restored to their base power. Second, “turn start” card abilities are triggered in order from left to right. Then, the player must decide to play a card or pass.

If they choose to pass, they play no cards and may not play, tap, or untap cards for the remainder of the round. The player becomes inactive, though card passive abilities continue to take effect. In addition, their “when you pass” card abilities immediately trigger in order from left to right, at which point their score is added up. However, this score may be decreased if their cards are destroyed, or increased as passive abilities continue to trigger. Note that if a player has no cards in hand at the start of their turn, they automatically pass.

If they choose not to pass, the player may tap or untap cards before playing a card. Once a card is played, other cards may not be tapped or untapped until all “when played” abilities have been resolved. After a card has been played, the player may again tap or untap cards until either all available card abilities are exhausted, or the player ends their turn. Note that if a player cannot play a card from hand, they may perform a manual discard by moving a card from hand to the graveyard. This allows them to stay in the round by avoiding a pass turn.

After the player has played or passed, it becomes the opponent’s turn and the turn cycle begins again.

Round Transition

There is a specific process that happens at the end of rounds. First, all points are tallied and a winner or draw is declared. Then, all cards (except stalwart and doomed cards) on the battlefield are moved to their owner’s graveyard, clearing the battlefield for the next round. (Stalwart cards are purified, equipment is removed, and remain on the battlefield. Doomed cards are moved to the banish pile.) The round has now ended, and the next round begins.

First, players shuffle their decks and the draw phase of the round begins. If there are any echo cards in either player’s graveyard and it is the beginning of the third round, they may be moved to the top of the deck here. Next, players draw three cards from the top of their deck and take two mulligans. Play is now ready to resume. Whoever won the previous round takes the first turn of the next round.

Draws

Mana

Mana is represented by a special six-sided die, with colored icons for each element. During the game, the types of mana available affect which abilities may be activated.

There are six types of mana:

Mana dice are either owned by a specific player or neutral. Each player's available mana is based on their personal pool plus the neutral pool. The game starts with each player owning three mana dice plus three neutral mana dice, with each player having access to six of the nine total mana dice. Players spawn (gain) mana by setting a die to a specific face, and expend mana by rerolling mana of a specific face.

Mana dice persist from round to round. Players can set their personal mana dice to any color they wish at the start of the game, but neutral mana dice are rolled randomly.

Clarifications

The battlefield has a specific structure, which makes the relationships between cards readily apparent to all players.

In addition:

Keywords

Some words, called keywords, have special meanings in the context of this game. Keywords allow for card text that is both concise and precise, but can be confusing to new players. Most keywords have an explanation included below the card text on any card where they are used, but some extremely common keywords do not have help text. In addition, there are some cases where the full help text is too expansive to fit on the cards where the keyword is used, so a shortened help text is included. Here is a list of all keywords used in the game, with a full explanation.

The following keywords are part of the core rules of the game, and do not have help text:

Here is an exhaustive list of all official keywords used by the game:


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