Preparation
First shuffle the wizard deck and the loot deck.
The players decide who will play the wizard and who shall be the heroes, if the players can't agree on who should be the wizard, vote on who the most evil player is and that player is the wizard (You can't vote for yourself).
The wizard takes the 3 artifact tiles and all other tiles are flipped upside down and gets shuffled, place them in a grid with a hole for the wizards-tower( a.k.a. the mana-wheel) in the middle. All the heroes then close their eyes and the wizard replaces 3 on the board with the 3 artifact tiles.The heroes open their eyes and places their avatars at the start tile.
First turn
The wizard goes first, he draws 5 cards and chooses 3 of them to save and shuffle the other 2 back into the deck. He then plays any card he can play with the 1 mana he has(see Wizard Cards), when that mana is used that mana is depleted. The mana-wheel specifice the amount of mana he has to use each turn.
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| Wizard tower / Mana Wheel |
The Turn
The heroes has 2 phases on their turns, the first phase is the Movement phase during this phase the players can move 1 tile (or further if they've used an ability that allows them to that).
The second phase is the Combat phase, if there are any monsters in the room they entered they are now forced to fight these monsters.
Wizard
The wizard starts his turn by drawing a card from his deck and spins his mana-wheel up 1 step. He then plays any cards he can from his hand with the mana he has to use and ends his turn.
If the Mana Wheel is on max it can not be increased more and instead the wizard draws an extra card each turn.
If the Mana Wheel is on max it can not be increased more and instead the wizard draws an extra card each turn.
Movement phase
All the heroe movement happens simultaneous and the heroes can not go on to the next phase before all the heroes that want to move have moved. When a player enters a new tile, that player flips that tile and all tokens(see Wizard Cards) on that tile, if there are no monsters on that tile the player get to loot that room, by drawing 1 Loot Card. If a player can move more than 1 tile due to abilities, that player then gets to loot every tile without monsters on it that the player enters. If more than 1 player enters the same room they have to chose who gets the loot. A player can not move past a room with monsters in it without defeating them.
Tiles
Each tile has a Card Draw symbol and a Mana Wheel symbol and a positive or negative value next to the symbols. When the tile is turned face up the wizard draws or discard cards equal to the value next to the Card Draw symbol and spins the Mana Wheel up or down equal to the value next to the Mana Wheel symbol.
Tiles
Each tile has a Card Draw symbol and a Mana Wheel symbol and a positive or negative value next to the symbols. When the tile is turned face up the wizard draws or discard cards equal to the value next to the Card Draw symbol and spins the Mana Wheel up or down equal to the value next to the Mana Wheel symbol.
Combat phase
When all heroes have moved, they switch to the combat phase. If a player stands on a tile with 1 or more monster on it that player and the wizard both needs to roll dice. The wizard rolls 1 dice for the monster(s) and add the level of all monster(s) in the room. The player rolls a dice and add stats from their equipment ( see Loot cards). If their is more than 1 player on a single tile both players roll a dice and combind the rolls and add their equipment. If the monster(s) combined score is higher than the player(s), the monsters win and vice versa, in case of a tie the player(s) win. If the monster(s) win the player(s) have to move back to their previous tile and take 1 damage. If the player(s) win remove the monster(s) in the tile and the player(s) draw 2 Loot card, if there were several players in the combat they have to chose who gets the loot.
Wizard Cards
The wizard has 3 types of cards:
Monsters: These cards allows the wizard to place monsters of diferent levels on the board, whenever the wizard places tokens on the board he also places X amount of blank tokens so that the heroes don't know where the real monsters are. X is always defined on the card.
Traps: These cards allows the wizard to place trap tokens on the board and since they are tokens the wizard also places X amount of blank tokens on the board. All players that walks on a tile with a trap on it needs to do a 5+ saving throw (equipment can decreases this throw value to e.i. making it 4+). If a player fails a saving throw that player takes 2 damage.
Spells: These cards are effects that target players or rooms directly such as the frost bolt "All players in 1 tile skips their turn." Resolve the effect on the card and then discard it.
Placement of traps and Monsters
Monsters, traps and blanks can be placed on any tile that does not have a player on it. There can be a maximum of 3 total monsters, traps and blanks on a tile.
Placement of traps and Monsters
Monsters, traps and blanks can be placed on any tile that does not have a player on it. There can be a maximum of 3 total monsters, traps and blanks on a tile.
Loot Cards
There are 2 types of loot cards
Consumables: These are one use only cards, they include potions, abilities such as sprint and artifacts. Consumables can be played at any time.
Equipment: Equipment adds modifiers to the players rolls, such as "+3 damage" or "-1 Save Throw".
Equipment cards are placed in front of the player to indicate that it is equipped. Consumables are kept in the players hand and discarded when used.
Equipment cards are placed in front of the player to indicate that it is equipped. Consumables are kept in the players hand and discarded when used.


Very fun and solid board game. The exploration part was very exciting and there was a lot of mind games going on between the wizard and the heroes in which path to take. The heroes had some options in how to play the game whch made some refreshing gameplay. You could either just battle all the monsters and get some extra loot or you could try and avoid all monsters and not get as much loot.I did not really feel that anything was broken or did not work but there are some imbalances. If people team up later in the game the wizard do not have a chance, the items are too strong when you add them all together.
ReplyDeleteAt the start of the game it felt like I was searching for key items to hunt down another player. This was very fun and kept me excited. When I found all key items it lost this hunt feeling and it was just constant battles with the wizard. This still was fun however but the feel of the game changed.
Overall I felt that it was well thought through and that it have a lot of potential.