Step 2. Avoid Attack
Step 2. Avoid Attack
Step 2. Avoid Attack
ATTACk SPEllS
When you cast an attack spell, it is both a spell
and an attack. First, you must follow all steps for
casting, just like any spell. Then, if the spell is
not countered, you
must resolve the
attack, following the
steps for attacking.
The target of the
attack is always the
same as the target
you chose when
you cast the spell.
Attack spells will
not show a quick
or full action icon
on the attack bar, because the quick or full action
required to make the attack occurs when the spell
is cast. Also, the range of the attack is determined
by the range of the spell, so no range is shown on
the attack bar. They also do not have an attack
name on the bar, because the name of the attack
is the same as the spell.
Example: This Royal Archer has two attacks. Her Longbow
ranged attack is more powerful, but requires a full action and can
only target an enemy that is 1 or 2 zones away. If she can only
take
a quick action, or if she wants to target an enemy in her zone
(range
0), she must use her weaker Knife melee attack.
ZONE ATTACkS
You must pay these costs during the Declare Attack step, or
the attack is canceled.
Most attacks can only affect a single
If you discover that you cannot legally attack your target
object, but some attacks affect
during this step, you may cancel the attack and choose a
everything in an entire zone! These
different target, or even take a completely different action.
are called zone
attacks and are
Remember: If a Flying creature attacks a non-Flying object,
marked with this symbol. The target
it loses Flying until the end of the attack. See Flying on
zone must be in range of the attacker.
page 15.
Zone Attacks always target a zone,
If later during the attack you discover that your target is no
never a creature or object. Therefore, abilities and
longer legal (for example, it has been Pushed or Teleported
traits that allow a target to
out of range), the attack is canceled.
react when it is the target
If the attacker is Dazed, at the end of the Declare Attack Step
of an attack do not apply
he must roll to see if his attack misses. If it misses, skip to
against a Zone Attack.
Step 5: Additional Strikes. See Daze in the Codex.
Zone attacks always
have the Unavoidable
trait, so Defenses have
no effect against them.
A Zone Attack rolls
damage and additional
effectsseparately
STEP 2. AVOID ATTACK
against each creature
and conjuration in the
target zone, whether
friend or foe. Roll for
The defender may now attempt to avoid an attack by using
each
defender,
one
at a time, in any order the
a Defense.
attacker chooses. Each attack must be completed
Important: The defender must decide whether to use
before the next begins.
a Defense (see Defenses page 24) before the attacker
Walls are always considered outside of a zone, so
proceeds to the next step and rolls the dice.
zone attacks never affect them.
If the attack is avoided, skip to Step 5: Additional Strikes.
23
24
dEFENSES
The gold shield icon represents a Defense attribute.
The large number at the top of the shield shows how
effective the Defense is: You must roll this number
or higher on the effect die to avoid the attack. First,
announce that you are using your Defense, then roll
the die: if you are successful, the attack is completely
avoided (it misses the target). No dice are rolled. The
attack still takes place and costs the attacker its action,
but it has no effect and no attack dice are rolled (skip
to Step 5: Additional Strikes).
Important:
A creature can never use more than one
Defense against a single attack (even if it has multiple
mandatory enchantments that are all revealed when it
is attacked!). You must choose only one of the available
Defenses to use each time the creature is attacked.
NO MELEE
NO RANGED
INFINITE
DEFENSE
For example, the Aegis trait reduces the number of dice the
attacker rolls. Or, if the defender has the Lightning +2 trait
(it is weak against lightning damage), you might add dice to
the attack (see Damage Types page 26).
Some attacks gain a bonus against targets with particular
traits or subtypes. For example, Samandriel, Angel of Light
has +1 vs.
Nonliving
or
Dark
creatures
listed on her
attack bar. If she is attacking a creature with the Nonliving
trait, or from the Dark school, she adds +1 die to the number
of attack dice rolled, and also adds +1 to the roll of the effect
die.
Important: No matter how many traits or effects apply, the
attacker always gets to roll at least 1 die, unless the target
is Immune to the damage type of the attack.
Attack Modifiers
No
Damage:
A blank die face indicates a miss.
This result means the target takes zero damage.
Normal
Damage: A numbered face without a
starburst is normal damage. Normal damage is
reduced by the defenders Armor.
Critical Damage: A face with the starburst
indicates critical damage. Critical damage
ignores the defenders Armor.
25
26
ReMovIng DAMAge
Some spells and creature abilities can remove
damage from a creature or object. There are two
main types of damage removal effects:
HEALING: Healing immediately removes an
amount of damage from the target. Normally,
you will roll a number of attack dice to determine
the amount of damage you can remove. Healing
ignores the targets Armor. Critical and normal
damage numbers on the attack dice are all the
same when rolling for healing.
REGENERATION: Regeneration heals (removes)
a certain amount of damage every round, during
the Upkeep Phase. For example, a creature with
the Regenerate 2 trait will
remove two damage during
the Upkeep Phase each
round.
When you remove damage
from your Mage, simply move
the damage cube on your
Mage status board down the
appropriate number of spaces.
If you remove damage from
another creature, remove
damage counters from the
creature card. You can never remove more damage
than the creature currently has. Any excess healing or
regeneration is lost.
Important:
Only Living creatures and conjurations
can be healed or regenerate. Nonliving objects
have the Finite Life trait, and cannot remove
damage in this way.
Some creatures have the ability to heal others as
an action they can take. They have an ability bar on
their card showing the healing icon, and the number
of dice they roll when healing. The ability bar may
list a range, which is the range the target must be
from the healer. Example: The Asyran Cleric has
an ability bar with the healing icon. He can target a
creature 0-1 zones away with healing. He rolls 1 die,
and removes that much damage from the creature.
DAMAge MoDIFIeRS
Some objects have a trait that makes them particularly
strong against, or vulnerable to, certain damage
types. For example, a Knight may have the Lightning
+2 trait, while a Demon might have the Flame -2 trait.
Many attacks show a damage type in the attack bar.
For instance, the Lightning Bolt spell has the lightning
icon, so it does lightning damage.
If a creature has a trait that modifies a type of Damage,
the attacker modifies the number of dice rolled by the
value of the trait. Also, if the attack has an additional effect,
you add or subtract the modifier to the effect die roll.
Example: A Knight of Westlock has the lightning +2
trait. If you attack him with the Lightning Bolt spell,
you roll 2 additional attack dice, and add +2 to the
Effect Die roll to see if the knight is Dazed or Stunned.
All damage type modifiers are cumulative, and are
added together during an attack. If the Knight of
Westlock was enchanted with a spell that granted him
the lightning -3 trait, any lightning-based attack would
instead be reduced by 1 die (2 3 = -1).
DAMAge IMMunITy
A small number of objects are completely immune to
a type of damage. For example, the Firebrand Imp
has the Flame Immunity trait. If a creature is immune
to the damage type of an attack, it is completely
unaffected: do not roll any attack dice or the Effect
Die against that defender.
FLAME
HYDRO
LIGHT
HEALING
ICON
LIGHTNING
DIReCT DAMAge
Some effects cause direct damage. This damage
is placed directly on the target creature. It is not an
attack, and cannot be prevented or avoided. Armor
and other traits, effects, and abilities cannot modify
or reduce direct damage.
Exception: If an object has Immunity to a damage
type, it is not affected by direct damage of that type.
POISON
PSYCHIC
WIND
ReMovAl CoSTS
Most condition markers have a small
number inside a gray circle printed on
the marker. This is the removal cost for
that marker. Some spells and abilities
allow you to remove conditions from a
target by paying their removal cost in
mana. If a marker has no removal cost,
you may not remove it using such a spell
or ability. If a target has multiple markers
with the same condition on it, you must
pay to remove all of them to negate their effect.
Note: You cannot simply pay the removal cost to
remove a condition marker, you must use a spell
or ability which allows you to remove them in this
way. For example, the Priestess has a special
ability which allows her to remove conditions from
creatures. The other Mages do not have this built-in
ability and would require a spell such as Purify to
remove certain conditions.
DAMAge BARRIeRS
27
28
COUNTERSTRIKE
After a creature is melee attacked, it may use
any of its quick
melee attacks that have the
Counterstrike trait to make a free melee attack
against the attacker. This attack occurs during the
Counterstrike Step of the attack.
The defender may counterstrike, even if the
attackers attack was not successful (did not roll
dice because it missed or was avoided).
A creature may make one counterstrike against
each creature that attacks it with a melee attack
(even if the attacker attacks it with
more than one strike during the attack).
Multiple Counterstrike traits on the same
creature do not allow it to make additional
counterstrikes.
Counterstrike is always voluntary. You
are not forced to make the attack if you
dont want to (and in some cases it may
be a disadvantage to attack!).
The Counterstrike can only be a single
quick
action melee attack. You may
not make a full
action
melee attack or a
ranged attack with Counterstrike.
Example: A Darkfenne Hydra has an
attack with the Counterstrike trait. It
chooses to guard, which gives all its quick
melee attacks the Counterstrike trait. It also has
a Retaliate enchantment on it, which also grants
its attacks the Counterstrike trait. If the Hydra
is the target of a melee attack, it still only gets to
make a single quick melee attack, despite having
Counterstrike on it three times.
A Counterstrike follows the normal attack process,
starting with Step 1: Declare Attack, but it always
skips Step 7 (Counterstrike).
GUARDING
29
igNORiNg gUARdS
Counterstrike: As long as the creature is guarding, all ofattack the guard anyway, that guard may still
its quick melee attacks gain the Counterstrike trait.
counterstrike.
Protect the
Zone: If a creature is in a zone with one
Elusive Creatures: Creatures that have the
or more enemies with guard markers (except for guards
Elusive trait may ignore guards when choosing a
he can ignore; see sidebar), that creature cannot make a
target for an attack. However, if the Elusive creature
melee attack against any object without a guard marker.
attacks a guard, the guard still gets to counterstrike.
Important: Spells and other ranged attacks always ignore
guards! Also, a creature may always attack itself, or an object
Restrained
Guards: A guard that is Restrained
attached to itself, ignoring all guards.
cannot protect its zone, and can be ignored by any
Only melee attacks are affected. If a guard is not melee
attacker.
attacked, it may retain its guard marker until the start of its
next Action Phase. Guard markers are always removed
Incapacitated: Incapacitated creatures cannot
at the beginning of a creatures Action Phase.
guard, and lose any guard marker they have.
Note: Attacking a guard has no effect on the guards action
marker. If an active creature is on guard, it will still be active
Pests: Creatures with the Pest trait are too small
after the attack. This may allow a creature to attack twice in
the same round: once with the guard counterstrike, then later to block other creatures. They may still guard to get
the Counterstrike trait, but they cannot protect their
during its own Action Phase.
zone and can be ignored by any attacker.
Sweeping
Attacks: If a creature makes an attack
with the Sweeping trait, it must attack enemy guards
first, before it can attack any other creatures.
Using Guards
Guarding allows you to protect important creatures or
conjurations. Having a few guards in the same zone as your
Mage, for example, allows you to direct melee attacks to
your guards, instead of your Mage.
Removing Guards
If a guard is the target of a melee attack, you must remove
the guard marker when the attack is complete, at the end of
the Counterstrike Step, even if the attack is
unsuccessful. Once the attack is resolved, the
creature is no longer guarding and loses both
the Counterstrike trait granted by guarding
and the ability to protect its zone.
If your opponent has guards, the easiest
way to get past them is to attack them with
melee attacks. You can use weaker creatures
to engage and occupy the guards, then
move in and attack a vulnerable target with
a more powerful creature. Choosing which
creatures to engage and attack guards with is
an important part of Mage Wars tactics.
Example: The Beastmaster is protected by a
Steelclaw Grizzly that is guarding his zone. The
Warlock wants to attack the Beastmaster with
his powerful Darkpact Slayer demon, but he has
to deal with the guard first. He sends in his pet
werewolf, Goran, to attack the bear (1). Regardless
of how that attack goes, the bear will lose its guard
marker, leaving the Beastmaster open so the demon
can attack later in the round (2).
Flying
Creatures
and
Guards: Guards affect a
flying creature when it makes a melee attack, but
only if it is attacking a non-Flying creature in the
guards zone. Attacks against other Flying creatures
always ignore guards. If a Flying creature guards,
it loses, and cannot gain, the Flying trait for as long
as it has the guard marker.
30
step
4:
damage
and
The 3 critical
damage ignore Armor and score 3
effects
damage. The 2 normal damage would normally be
reduced by the Hydras Armor, but Brogans attack
has the Piercing +3 trait, so he ignores 3 points of
Armor when he attacks! The hydra takes a total of
5 damage: truly a mighty blow! Damage counters
showing 5 damage are placed on the Hydra.
Step 7: Counterstrike
But like the serpent it is, the Hydra wont let Brogan
off so easy. It has an attack with the Counterstrike
trait, so it gets to swing back at the brave paladin.
This time, though, the Cobra Reflexes applies.
Brogan rolls the Effect Die to see if his Defense
avoids the attack:
31
MAGES
Welcome to the advanced part of the rulebook. You should
only read these rules if you have played a few games using
the Apprentice Mode (page 2). When you are ready, upgrade
to using these special rules for Mages and Spellbooks.
There are several differences between Mages in Apprentice
Mode and in the full game. For example: each of the Mages
listed below has their own unique attributes that you should
mark on your status board when you play. Note: They still
start with 10 mana in their mana supply. They also have
their own unique abilities listed below. Youll need to play
with their Ability Cards. Youll find all the information you
need about the Mages abilities and attributes on their Ability
Card, and explained further below. Also, in the full game, we
play on the entire arena, not just half.
BEASTMASTER
Type
and
Subtype:
All cards have a type
as a quick spell. He can do this just once per round.
that
So, small animals like Bitterwood Foxes, Thunderift Falcons,
determines how it behaves in the arena. Your Mage is a
and Feral Bobcats can be cast as a quick spell. Since it is a quick
creature, which means he may move around the arena
spell, he can move first before casting the spell, allowing
and take actions. Note, for all purposes, your Mage is
him to summon animals on the run! Also,
treated as a Level 6 creature.
as a quick spell, it can be cast
He also has a subtype, which is his race. For
using his Quickcast action,
example, the Wizard is human.
allowing the Beastmaster
Training:
These are the schools of magic the to potentially summon
two creatures in a turn (one
Mage is
with his Quickcast action,
trained in. See Training on page 35.
Abilities: These are special abilities unique to each and one with his regular
Mage. Read the abilities for your Mage carefully, and be
action.) Of course, since
sure to take advantage of them during your game! Note
it is a quick spell, it is also
that some abilities use special markers (Pet, Bloodreaper, vulnerable to things which
and Voltaric Shield).
affect spells, such as the Jinx
enchantment.
32
PRIESTESS
Restore
The Priestess has the ability to restore and renew her
creatures; quenching fires, removing poisons, or taking
away the effects of stunning lightning bolts. She can remove
condition markers from creatures, such as Burn, Daze, Stun,
Rot, Weak, Cripple, and Sleep.
Battle Skill
The Beastmaster has some battle
expertise and is fairly strong. Thus
he has the Melee +1 trait. This
means he adds 1 to the attack dice
when he makes a melee attack.
This includes his basic melee attack,
which means he actually rolls 4 dice
when he uses his basic melee attack.
33
WARLOCK
Born of pain and determination, the
Warlock aligned himself with demons.
A master of fire, he will incinerate
those who stand against him.
Through vile blood rituals he
will toy with his opponents,
debilitating them with curses,
and engaging in lethal demonic
pacts. Perhaps it is his day to die,
but the Warlock knows well
that he will see his enemys last
breath before his own escapes
his lips. He starts with 38 Life, a
Channeling rate of 9, and a basic
melee attack of 3 attack dice.
Bloodreaper
34
Battle Skill
WIZARD
Wizards believe that true
strength in magic comes from
the mysterious plane of Voltari.
With their understanding of
the arcane they can flexibly use
any of the elements to defeat
their opponents. Through their
control of mana, they increase
their own supply while limiting
their opponents. As a distraction,
they summon from a variety of
fantastic and bizarre creatures,
and will bind themselves to an
elemental school. They understand
that battles are won with tactics, not
brute force. He starts with 32 Life,
a Channeling rate of 10, and a basic
melee attack of 3 attack dice.
Arcane Zap
The Wizard is the only Mage with his own built-in magical
attack spell, Arcane Zap. This is a very simple and useful
attack spell, producing a small bolt of eldritch power. The
Wizard uses it just as if he had chosen an attack spell card
for his hand during the planning phase called Arcane Zap.
Arcane Zap can be cast just once each game round. Unlike
a card spell, it is not discarded after it is cast. He can use it
again every round! Arcane Zap costs 1 mana each time it is
cast. The Wizard subtracts this from his mana supply just
like casting any spell.
It is a ranged attack, with a range of 0-1 zones. So, the
Wizard can target any creature or conjuration in his zone, or
one zone away.
The attack deals 3 dice of damage. It also has the Ethereal
trait, which makes it effective against Incorporeal objects like
the Whirling Spirit or a Fog Bank.
Voltaric Shield
The Wizard has a built-in Mana Shield, an invisible energy
field that surrounds and protects him, stopping damage from
enemy attacks. The shield is either turned on or off, and
a shield marker is used to keep track of this (one side says
on, and the other off).
The Voltaric Shield can be activated (turned on) by paying
2 mana during the Upkeep Phase at the beginning of each
game round. If activated, simply flip the shield marker to
the on side. Now the Wizard has some protection for the
coming game round.
SPELLBOOKS
35
Training
Your Mage is trained in one or more schools of magic. These
are the spells that are easiest for your Mage to learn. If you
add a spell from a trained school into your spellbook, you
must spend spell points equal to the Level of the spell.
If you add a spell from a school your Mage is not trained
in, you must spend Spell Points equal to twice the Level of
the spell.
Some spells belong to more than one school of magic. Spells
which belong to multiple schools with an OR symbol
joining the schools allow you to choose which school you
must use for that spell. Their spell Level is the Level listed
for any of those schools. For example, the Elemental Wand spell
is a Level 2 spell, and is either Earth, Water, Air, or Fire. So, a
Warlock can treat it as a Fire spell and add it to his spellbook for
just 2 spell points, since he is trained in Fire magic.
Some spells belong to several schools and have an & symbol
joining the schools. For these spells, you must pay the cost
for all the schools. The Level for these spells is the sum of all
the Levels for each school listed.
For example; Adramelech is both
a Level 2 Fire spell and a Level 4
Dark spell. Therefore, Adramelech
is a Level 6 spell (2 Fire + 4 Dark).
The Wizard, who is trained in Fire
magic, but not Dark magic, would
To truly experience Mage Wars, you need to create your
have to pay a total of 10 spell points
own unique spellbook. Your custom spellbook includes the
to add this demon to his
spells you choose, so you can explore many different Mage
spellbook [(4 X 2) Dark +
Wars strategies.
(2) Fire]. The Warlock, who
Every player has his own library of spells: all of the spell
trained in both Dark and
cards that you have in your collection. When you design your
Fire schools, would only pay
own spellbook, you can use any of the cards in your library.
6 spell points.
You might design and have several different spellbooks
Some Mages are opposed
in your library, perhaps several different spellbooks for
to particular schools of
each Mage.
magic. These are listed
Your Mages ability card tells you what limitations you must
under the training section
follow when you build your spellbook. This information is
of their ability card. For
presented at the top of the card and includes:
example, the Warlock
Maximum Spell points
must pay three times the
Training
spell points to add a Holy
spell to his spellbook.
Maximum
spell
points
36
BUILDING YOUR
FIRST SPELLBOOK
Here are a few useful spells that you might consider
including in your first spellbook:
Equipment: Mage Wand, Elemental Wand,
Moonglow Amulet, a Weapon, some Armor, and
maybe a spell that gives you a Defense.
Incantations: Dispel, Minor Heal, Dissolve, and
a few utility spells like Force Push, Teleport,
Charge, or Knockdown.
Conjurations: A Spawnpoint, Mana Crystals or
Mana Flowers, and perhaps a couple Walls.
Creatures:
Everyone can use a little creature
support! Try a few low Level creatures and at
least one larger one.
Attacks: Include a few attack spells. A zone
attack spell can be very powerful at the right
moment!
Enchantments: Some augmenting spells (such
as Rhino Hide or Bear Strength), and some that
control or hamper enemy creatures.
spell
traits that
affect Your
spellbook
Some spell traits affect how you may add those spells to your
spellbook. These traits are colored grey on the spell cards, to
help you identify them when building your spellbook. These
traits normally have no affect during the game, and can be
ignored during play.
Mage Class Only: Some spells are restricted to a specific
class of Mage. You may not include these spells in your
spellbook unless you are playing that type of Mage. For
example, the Lair says Beastmaster Only, so a Priestess can
never include a Lair in her spellbook.
School of Magic Only: Some spells can only be cast by a
Mage that is trained in a specific school of magic. You may
only include these spells if the Mage you are playing has the
proper training. For example, the Temple of Asyra says Holy
Mage Only, so only Mages trained in Holy magic, like the
Priestess, can use this spell.
Epic Spells: Spells that have the Epic trait are extremely
difficult to master, even though they may have a low spell
Level. You may only have 1 copy of each Epic spell in your
spell book.
Novice Spells: These are relatively simple spells with a low
mana cost and limited effect, but they can be very useful to
a Mage. Any Mage may purchase any Novice spell for just 1
spell point, regardless of school.
Mind School
Arcane School
Holy School
Darkness recoils from the light of Asyra.
Disciples of Holy magic wield a cleansing
light. When turned upon the righteous they
bolster their strength, steel their resolve,
and bind their wounds. Turned against
the impure, it is a pure white light burning
away all of their iniquity. Valorous soldiers
and virtuous angels answer the prayers. When standing
before this holy assembly is there any doubt of Asyras
grace?
War School
Nature School
The power of Nature is unmatched even
unto other realms. Become one with its fury
and mete out its vengeance. Predators of
the land heed the call. Hunting wolf packs
and giant bears from the North. Great cats
and vicious apes from the South. With
Natures blessings, allies become stronger, faster, and
more ferocious. Nature is true power, raw and unfettered.
Air School
Water School
Fire School
37
38
EquipmEnT
COnjuraTiOnS
CrEaTurES
EnChanTmEnTS
inCanTaTiOnS
aTTaCkS
BEASTMASTER
WARLOCK
WIZARD
PRIESTESS
1 Bearskin Armor
1 Elemental Cloak
1 Mage Wand
1 Regrowth Belt
1 Ring of Beasts
1 Staff of Beasts
1 Demonhide Armor
1 Elemental Wand
1 Fireshaper Ring
1 Helm of Fear
1 Lash of Hellfire
1 Leather Gloves
1 Molochs Torment
1 Ring of Curses
1 Arcane Ring
1 Dragonscale Hauberk
1 Elemental Wand
1 Leather Boots
1 Mage Wand
1 Moonglow Amulet
1 Staff of the Arcanum
1 Suppression Cloak
1 Crown of Protection
1 Dawnbreaker Ring
1 Deflection Bracers
1 Ivarium Longbow
1 Mage Wand
1 Moonglow Amulet
1 Ring of Asyra
1 Staff of Asyra
1 Wind Wyvern Hide
1 Lair
3 Mana Flower
1 Mohktari
1 Rajans Fury
3 Tanglevine
1 Tooth & Nail
2 Wall of Thorns
1 Battleforge
2 Mana Crystal
1 Pentagram
2 Wall of Fire
2 Mana Crystal
1 Mana Siphon
2 Poison Gas Cloud
1 Hand of Bim-Shalla
2 Mana Flower
1 Temple of Asyra
3 Bitterwood Fox
1 Cervere, The Forest Shadow
1 Emerald Tegu
2 Feral Bobcat
1 Mountain Gorilla
1 Redclaw, Alpha Male
1 Sosruko, Ferret Companion
1 Steelclaw Grizzly
2 Thunderift Falcon
3 Timber Wolf
2 Blue Gremlin
1 Darkfenne Hydra
1 Gorgon Archer
1 Huginn, Raven Familiar
2 Mana Leech
1 Moonglow Faerie
1 Stonegaze Basilisk
3 Asyran Cleric
1 Brogan Bloodstone
1 Gray Angel
1 Highland Unicorn
2 Knight of Westlock
2 Royal Archer
1 Valshalla, Lightning Angel
2 Bear Strength
1 Block
1 Bull Endurance
1 Cheetah Speed
1 Cobra Reflexes
1 Eagle Wings
1 Marked for Death
1 Mongoose Agility
1 Nullify
1 Regrowth
1 Retaliate
2 Rhino Hide
1 Agony
1 Bear Strength
1 Chains of Agony
1 Death Link
2 Enfeeble
1 Force Orb
2 Ghoul Rot
1 Hellfire Trap
1 Magebane
1 Maim Wings
1 Marked for Death
1 Poisoned Blood
1 Vampirism
1 Block
1 Circle of Lightning
2 Decoy
2 Essence Drain
1 Force Hold
1 Force Sword
1 Harmonize
1 Jinx
2 Nullify
1 Reverse Attack
1 Reverse Magic
1 Teleport Trap
2 Block
1 Bull Endurance
1 Divine Intervention
2 Divine Protection
1 Hawkeye
1 Nullify
2 Pacify
1 Regrowth
1 Retaliate
1 Rhino Hide
1 Sacred Ground
1 Battle Fury
2 Call of the Wild
1 Charge
2 Dispel
1 Dissolve
1 Force Push
1 Group Heal
1 Heal
1 Knockdown
2 Minor Heal
1 Piercing Strike
1 Perfect Strike
1 Rouse the Beast
1 Shift Enchantment
1 Dispel
1 Drain Life
1 Evade
2 Explode
1 Force Push
1 Seeking Dispel
1 Teleport
2 Vampiric Strike
1 Banish
1 Dispel
2 Dissolve
1 Drain Power
2 Minor Heal
1 Purge Magic
2 Seeking Dispel
1 Sleep
1 Steal Enchantment
2 Teleport
1 Dispel
2 Dissolve
1 Force Push
1 Group Heal
2 Heal
1 Lay Hands
1 Minor Heal
1 Perfect Strike
1 Purge Magic
1 Purify
1 Resurrection
1 Sleep
2 Geyser
1 Jet Stream
2 Fireball
1 Firestorm
2 Flameblast
1 Ring of Fire
1 Chain Lightning
1 Electrify
2 Jet Stream
3 Lightning Bolt
1 Thunderbolt
1 Blinding Flash
2 Pillar of Light
39
MULTIPLAYER
Mage Wars was designed for two players, but you can easily information between players on the same team, because they
play with more. Playing with four players at once adds a lot still must follow rules as if the team were a single player.
of fun and exciting new tactics to the game. You can play
For example, that team can only have one copy of a unique
as teams, or in a grand free-for-all, the choice is up to you! spell in play, and that team can only have one copy of an
Playing with more players requires a few changes to the
enchantment on the same target (hidden or revealed).
game:
The arena included in this basic set is big enough for a 4
Passing Initiative: During the Initiative Phase, pass the
player team game. Each team should start with both Mages
initiative marker to the player on your left. If this is a team in the same zone, in opposite corners from each other.
game, be sure to be sitting so that the initiative will go back
and forth between each team (dont allow teams to retain the
It is best if you use unique colors for action markers for
initiative 2 players in a row).
each player. You can use tokens for the additional colors. A
multiplayer expansion pack will be available soon.
Turn Order: During the Action Stage, turns pass clockwise
Free-For-All Games: During a free-for-all game, the winner
starting with the player who has the initiative. When it is
is the last Mage standing. You are free to negotiate and make
your turn to take an Action Phase, you may pass if any of
the other players has more active creatures in the arena thandeals, but there is no rule that prevents you from breaking
them! Feel free to backstab, double-cross, or otherwise
you.
manipulate your opponents so you can claim supremacy in
Team Games: Make sure to sit so that the teams are sitting the arena!
in alternating positions: team A, team B, team A, team B,
etc. That way each team will have a chance to react, rather Note: The arena in this basic set is a little small for a freethan an entire team taking their Action Phases back-to-back. for-all game. We recommend using a double-sized arena (4
zones by 6 zones). You can join another players arena to
To win a team game, your team must eliminate all of the
yours, or purchase a second arena map, or use tiles or squares
opposing teams Mages.
to expand the existing arena.
When playing a team game, all players on one side are treated
as a single player controlling multiple Mages. Be sure to share
40
CODEX
Activate
Condition
When you choose to take an Action Phase with a creature you activate it. Conditions are various states that can occur for objects, and are indicated
Flip its action marker over, and remove any guard marker on it.
with markers placed on the object. All conditions stack and their effects are
cumulative. See Effects & Conditions on page 25.
Aegis X
All attacks made against this object subtract X attack dice before rolling. Controller
Attacks cannot be reduced below 1 die. The Aegis trait does not stack or Each spell or object in the game is controlled by the player who cast it. The
combine with other Aegis traits. If an object acquires more than one Aegis controller may use and act with that object, and makes all decisions and
trait, use only the highest one. This trait cannot reduce an attack below one
choices for that spell or any abilities that object may have.
die.
Armor
Corporeal
Counter
A spell which has been countered does not resolve. It is destroyed and
goes to the discard pile. All costs and actions spent to cast the spell are lost,
unless otherwise noted..
Bashed
Counterstrike
Armor +/- X
When a creature is Pushed into a wall with the Passage Blocked trait it is If a creature is the defender of a melee attack, and it has a quick action
Bashed. It receives an Unavoidable attack of 3 attack dice of damage. The melee attack with the Counterstrike trait, it may use that attack against
walls around the arena have the Passage Blocked trait.
the attacker during the Counterstrike Step of the attack. See Counterstrike
on page 28.
Blocks LoS
This Wall blocks Line of Sight. You cannot target an
object or a zone if the Line of Sight is blocked. See
LoS on page 17.
Cripple
Burnproof
DamageType
+/-
Attacks against this object, which match this damage type, modify the
Cannot gain the Burn condition. May be vulnerable to flame damage, but
number of attack dice rolled by X, and modify the effect die roll by X.
cannot burn. All Incorporeal objects are Burnproof.
Damage type modifiers are cumulative. An attack cannot be reduced below
1 die. See Damage Modifiers on page 26.
Cancel
Channeling
Daze
Climbing
Creature may take a special full action to climb over any Corporeal wall
and move into the adjacent zone. If the wall has the Passage Attacks trait, Defender
it attacks the creature before it moves.
A creature or conjuration which is being attacked. They may not necessarily
be the target of that attack (see Zone Attack in the Codex).
Flying
Defrost
41
Friendly
A friendly object is one which is currently controlled by the player, or
players on his team (in a multi-player game).
Full Action
Elusive
Hinder
Escape Roll
Ignore
Ethereal
Extendable
Immunity
This object is immune to all attacks, damage, conditions, and effects of the
specified damage type, including critical damage and direct damage.
Cannot be targeted or affected by spells of the specified type.
When you cast this wall, you may pay an additional cost equal to the manaIncapacitated
cost of the wall, plus the walls Level, as part of the cost of casting the
spell. If you do, when this spell resolves, you may take an additional wall An Incapacitated creature cannot take any actions, including moving,
of the same name out of your spellbook and place it on any zone border attacking, guarding, casting spells, or counterstriking. It cannot use
any Defenses, and if a guard marker is on the creature, it is removed
connected to the first wall. The second wall must be placed within LOS.
immediately. A Flying creature loses, and cannot gain, the Flying trait as
See Walls on page 17.
long as it is Incapacitated. Any Damage Barrier on an Incapacitated creature
continues to function normally.
An Incapacitated creature cannot hinder the movement of enemies. Other
Familiar
creatures may ignore an Incapacitated creature.
This object can cast spells. See Familiars on page 16.
Fast
This creature may take 2 Move Actions before taking a Quick Action.
It may take a maximum of 2 Move Actions during its Action Phase. If a
Fast creature gains the Slow trait, both traits are cancelled out. See Fast
Creatures on page 14.
An Incapacitated creature still takes an Action Phase during the round, but
it cannot perform any actions during its Action Phase (normally, the action
marker is simply flipped over).
Conjurations cannot be Incapacitated.
Finite Life
42
Initiative
Players take turns having the initiative, which is
noted with an initiative marker. Whoever has the
initiative gets to use their quickcast action first during
a Quickcast Phase, and gets to take the first Action
Phase during the Action Stage. Also, it is used to
resolve any timing issues.
Legendary
Mana
Drain
+X
Mana Transfer +X
Exactly as Mana Drain +X, with this addition: The controller of this attack
gains mana equal to the amount of mana lost.
Melee +X
This creature gains +X attack dice when it makes a melee attack. If the
attack makes multiple attacks against the same or different objects, it
gains this bonus only for the first attack it can make with this bonus. Does
not grant a melee attack if this creature does not have one. Does not affect
ranged attacks, damage barriers, or other non-melee attacks.
Melee Attack
Level
All spells have a Level, printed as a small number next to the spell school itMove Action
belongs to. The Level represents the approximate power of that spell. The During its Action Phase a creature can take a move action, which allows
Level is sometimes used as a way to determine the cost of a spell, and is it to move one zone to an adjacent zone. Afterwards it may take a quick
also important when building a spellbook. See spell Levels under Trainingaction. See Movement on page 9.
on page 35.
Multiple Attacks
Life
Creatures and conjurations have a Life attribute. Life
is the maximum damage they can receive before being
destroyed.
Nonliving
All Nonliving objects have the Poison Immunity and Finite Life traits. All
Life +/- X
creatures are Living, unless they have the Nonliving trait. All conjurations
Object gains or loses X Life. Gaining Life is not healing; and losing Life is are Nonliving, unless they have the Living trait. Incorporeal objects always
not taking damage. Adjustments to Life is adjusting the maximum amount have this trait.
of damage an object can receive before being destroyed.
Novice
LoS (Line of Sight)
You cannot target an object or zone if Line of Sight is blocked. Some walls
have the Blocks LoS trait. See Walls on page 17.
Basic apprentice spells. All Mages may add Novice spells to their spellbooks
for 1 Spell Point, even if they are not trained in, or are opposed to, that
spells school of magic.
Object
Owner
Mage
The owner of a spell is the player who started with that spell in his
This creature is a Mage, and represents the player in the game. The Mage spellbook at the beginning of the game.
can channel, cast spells, and has a special quickcast action each round.
Passage Attacks
The Mage is a Level 6 creature. If your Mage is destroyed, you lose!
All Creatures that move through this wall are
automatically attacked by the wall. The attack occurs
Magebind +X
before the creature moves. See Walls on page 17.
This enchantment is a little tougher to attach to a Mage. If this enchantment
is attached to a Mage, the reveal cost is increased by X. This adjusted reveal
Passage Blocked
cost is used for all purposes in spells, abilities, or effects which refer to the
Creatures may not move through this wall. If a
reveal cost of this spell.
creature is Pushed into this wall, it is Bashed. The
walls around the outside of the arena all have the
Passage Blocked trait, and affect Flying creatures.
Magecast
See Walls on page 17.
This spell can only be cast by a Mage. It cannot be cast by other objects
which can cast spells.
Pest
Mage Only
Some spells are restricted to particular Mage classes. For example, a spell
may have the Warlock Only or Holy Mage Only trait. See Spell Traits
That Affect Your Spellbook on page 36.
A small nuisance creature that cannot hinder enemies. Enemy creatures may
ignore a Pest that is guarding to make a melee attack against another target.
43
Piercing +X
Ranged +X
This attack subtracts X from the targets armor when determining the
amount of damage dealt. It cannot reduce the targets armor below 0.
This creature gains + X attack dice when it makes a ranged attack. If the
attack makes multiple attacks against the same or different objects, it
gains this bonus only for the first attack it can make with this bonus. Has
no effect on zone attacks. Does not grant a ranged attack if this creature
does not have one.
Poison
Some attacks may have the poison damage type.
Note that many attacks, while not having the poison
damage type, may still cause poison conditions.
Poison Immunity
Nonliving objects have Poison Immunity.
See Immunity in the Codex.
Psychic Immunity
This object has a very powerful mind, or no mind at all. All conjurations
have Psychic Immunity. See Immunity in the Codex.
Push
Ranged Attack
This attack can be used on targets within its minimum
and maximum range, and within Line of Sight. A
ranged attack can always be made against a Flying
creature in the same zone, even below its minimum
range. Ranged attacks do not trigger damage barriers
or counterstrikes. Ranged attacks ignore guards, and
do not remove guard markers from guarding creatures.
Reach
Push is an effect caused by some spells and attacks that moves the target This melee attack can target and attack Flying creatures
in the same zone.
into an adjacent zone. Unless the effect says otherwise, the Pushed creature
must move one zone away in the opposite direction from the source of the
Push. If there is a choice of direction (such as pushing a creature diagonallyReady Marker
opposite, or if the source of the Push is in the same zone as the target), theReady markers are used to keep track of when abilities
source of the Push chooses the direction.
are used. For example, if a creature has a defense, it
Some spells may Push in a random direction. To determine the direction, will use a ready marker to keep track of when it is used
choose one side of the board to be North and roll the Effect Die: a 1-3
(flip marker to the gray used side), and when the defense is
Pushes the creature North, 4-6 = East, 7-9 = South and 10-12 = West.
ready again (flip marker to the green ready side). Ready markers all flip
A creature may be Pushed through a wall, but only if the wall does not have
over to their green ready side during the Reset Phase.
the Passage Blocked trait. The Pushed creature suffers any attack from the
wall if the wall has the Passage Attacks trait. If a creature is Pushed into
Regenerate X
a wall with the Passage Blocked trait, it is Bashed against the wall and
suffers an Unavoidable attack of 3 attack dice. Note the walls around the This object heals (removes) X damage each Upkeep Phase. The Regenerate
outside of the arena all have the Passage Blocked trait. Note that Flying
trait does not stack or combine with other Regenerate traits. If an object
creatures ignore walls, except for the ones around the outside of the arena.acquires more than one Regenerate trait, use only the highest one. The
Some creatures and all conjurations have the
Finite Life trait prevents regeneration.
Unmovable trait. They cannot be Pushed and ignore
all Push effects.
Removal Cost
Quick Action
During their Action Phase, creatures can take a move
action, followed by a quick action. Quick actions
include guarding, casting a quick spell, taking a
second move action, or making a quick action attack. See
Quick Actions on page 11.
Quickcast Action
Restrained
If a creature is Restrained, it cannot take any move actions. It can still be
Pushed or Teleported. Aside from movement, a Restrained creature may
take any quick or full actions during its Action Phase. A Restrained creature
cannot hinder the movement of enemies. A Restrained creature may go on
guard, but attacking creatures may ignore it (they do not have to attack it).
The only advantage a Restrained guard receives is the Counterstrike trait.
Flying creatures lose, and cannot gain, the Flying trait for as long as they are
Restrained. A Restrained creature suffers a -2 penalty to all defense rolls.
Uncontainable creatures and all conjurations cannot be Restrained.
Cost
Rot
Quick Spell
A quick spell requires a quick action to cast it. It has the quick action
(lightning bolt) icon on its casting line, just to the right of its casting cost.
Rage +X
Sleep
44
Triplestrike
This creature is very slow. If this creature takes a move action, its Action This attack makes two additional attacks against the same target as part of
Phase immediately ends. It does not get to take a quick action after moving.
the same attack action. The additional attacks occur during the Additional
If a Slow creature gains the Fast trait, both traits are canceled out.
Strikes Step.
Spawnpoint
Unavoidable
This conjuration can cast spells during the Deployment Phase. See
Spawnpoints on page 16.
Defenses cannot be used to avoid this attack. See Defenses on page 24.
Spellbind
Uncontainable
Stun
Unique
Each player may only have 1 copy of this object in play at a time. Similar to
Legendary, but each player is allowed to have his own copy in play.
Successful
Unmovable
Upkeep +X
Summon
This objects controller pays X mana during each Upkeep Phase or this
object is destroyed.
Vampiric
When this attack causes damage to a Living creature, the attacker heals
(removes) up to half the damage caused (round up). If the attack does more
Sweeping
This attack has a wide sweeping arc and can target and strike 2 different damage than the targets life total, the excess damage does not count for
healing. If the attack makes multiple attacks against the same or different
targets in the same zone. The second attack occurs at the end of the attack
sequence from the first attack. Start a new attack sequence beginning withobjects, it gains this bonus only for the first attack it makes. The Vampiric
the Declare Attack Step. Note: The second attack cannot be made against trait does not stack; if a creature acquires this trait more than once, treat it
the same target as the first attack. If there is not a different valid target foras if it only had the trait once.
the second attack, then the Sweeping trait has no effect this round.
Taunt
This is a special condition that can be caused by the
attack of certain creatures (In this set: Sosruko, Ferret
Companion). Place a Taunt marker on the creature.
Taunted creature must make a melee attack against
Sosruko during its next action phase, if able, and if
Sosruko is in its zone. If it is required to make an attack
on a different target from a competing effect (such as Bloodthirsty), the
controller may choose which target to attack. Remove taunt at end of its
Action Phase or whenever Sosruko is activated.
Teleport
An effect that moves an object directly to another zone, bypassing walls
and objects. See Teleporting on page 10.
Token
Wall
A wall is a subtype of a conjuration spell. It is placed on a zone
(the
line between 2 zones). See Walls on page 17.
border
Weak
Zone
A zone is a square region on the arena game board, used to regulate
movement, the placement of objects, and for counting range.
CREDITS
CREdiTS
Mage Wars Created by Bryan Pope
Co-Designer: Benjamin Pope
RUlES
STORy
CReATIve TeAM
ARCANE WONdERS
Ryan Dusek
Alan Gerding
Joshua Githens
Harry Gloss
Steven Hoffman
Joshua Hughes
Adam Humpolick
Matt Humpolick
Cameron Maynard
Chad Shamrowicz
Chris Steele
PlAyTESTERS
Special thanks to all of our Playtesters for their suggestions, feedback, and support!
Ryan Brock
Colton Bullock
Corey Burt
Justin Burt
Nathan Burt
Jordan Darrington
Zak Dolan
Cameron Duncan
Steven Fields
Anthony Gill
Chris Gilroy
Brendan Hill
Derick Janssen
CW Karstens
Christin Kolstad
Allison Land
Rufus Looney
Mat Malecot
Mike McKown
Tammy Niebling
Henry Pfeiffer
Andrew Pope
Phil Riley
Ed Reinhardt
Rebecca Reinhardt
Jaddua Ross
Joshua Smith
Matt Smolik
Shawn Storie
Martin Villagrana
Brendan Whatley
Son Wynn
45
Initiative Phase
Initiative is passed to the other player.
Reset Phase
Flip all action markers,
quickcast markers, and
ready markers to the active side (face-up).
Channeling Phase
ATTACK ORDER
1.
2.
3.
4.
5.
6.
7.
8.
SPELL ORDER
Declare
Attack1. Cast Spell
Avoid Attack2. Counter Spell
Roll
Dice3. Resolve Spell
Damage
and
Effects
Additional Strikes
Damage
Barrier
Counterstrike
Attack Ends
Upkeep Phase
ACTIONS
Planning Phase
Deployment Phase
QUICK ACTIONS
ACTION STAGE
Make a
Attack
Cast a
Spell
Guard
Quick
Quick
Take another
Action
Move
Action Phases
Players take turns taking Action Phases with their
creatures, starting with the player with initiative,
until all have acted. Each Action Phase starts with
activating a creature, flipping their action marker,
and removing a guard marker if they have one.
For its Action Phase, a creature may choose from
these actions:
+
MOVE ACTION
FULL ACTIONS
Make a
Attack
Full
Cast
Spell
Full
QUICK ACTION
QUICKCAST ACTION
OR
FULL ACTION