Additional Cards for WizWar
This rendition of the rules by Kerim Aydin.
Back in the dark shadows of 1988, a small, silent stranger crept onto
the wide free gaming hall of Orccon. Few paid him a glance---his small
grocery bag and stooped over figure certainly could not compare to the
miles of counters spread over maps of Europe throughout the room.
Placing the bag on one of the few empty tables, he extracted a small,
non-descript box, placing it in the center. He sat back, waiting, in no
real hurry.
Soon, the time would come.
As he sat back, a pair of innocents, lost kids in blue-jeans and t-
shirts wandered past, staring wide-eyed and the wonder around them. The
two seperated, and one (tired from two days of some role-playing something)
sat at the stranger's table, without paying him a glance.
The stranger smiled. His first victim. ``Hey kid,'' he whispered,
leaning forward, ``want to play a game?''
WELCOME to the production of the Harvey Mudd Wiz-War Irregulars. Four
years since that initial meeting, I still have not overcome my strange
little addiction to a strange little game. It has gone through three
editions, two companies, and an expansion set, but has never shied far
from Tom Jolly's original random conception.
It is truly a game which needs to grow: it allows growth, providing
almost as much making of loops and traps as a D&D/Nomic hybrid. Over
the past months, it has reached vogue and sprouted wings to create,
among one group of people, the Harvey Mudd Wiz-War Set (tm, (c), all
rights reserved, ad atto absurdum, MCMXCII).
But first, the legalese...(ah-hem)...
This file may be distributed, copied, and redistributed in any form,
for any non-profit person, provided the name Tom Jolly (for the original
game) and Harvey Mudd Irregulars stays with the transmission. Also, feel
free to add to the cards, lists, rules, or history of this rules set
as appropriate. It's our game...everyone has the right to change it.
Now, the game. Wiz-War, as you know, was made by its cards. But
cards alone do not a game make (Sit down, bridge players...you need
score cards, and as in our game, a dummy). The following rules add
70-some odd news spells, but don't just throw them in and expect a game.
For one thing, this nearly doubles (after you add numbers) the size
of the deck. With the original set, you might expect to see every card
in the deck over four or five games---with this set, you may not see a
card for fifteen or more games. If there are cards you specifically
like, in this set or the original, add duplicates so they don't get
lost in the crowds.
Second, game balance. We have tried to remain true to the ratio
of attacks to defenses to creations to movement to monsters...to do
this, we duplicated a few cards from the original deck, especially a
few counteractions (Remove Curse, for example). This is a matter of
your own taste...do you want an attack or defense-based game? Movement
or creations? (We like maximizing the number of tokens on the board).
This set multiplies the number of traps in the deck by sevenfold or so,
so a few Trap Counteractions do wonder for the balance of play.
Number cards are also important. If you use all the cards in the
following deck, we suggest the following additions to keep the numbers
balanced:
card number to add
---- -------------
2 12
3 10
4 7
5 3
6 1
1-4 3
2-5 1
Again, adjust numbers to taste. Oh, those last ones, roll the die
when you play the card. Adds a bit of randomness, if you didn't already
need it so badly.
The card descriptions below are rather terse, so they actually fit
onto cards. We made the cards out of little blank 2x3 business type
cards---since there are so many new ones, they don't need to look like
the old (rumors of future PostScript files are just rumors. Really).
Cards with a (*) after the title have notes and addendum at the end
of the list. Hopefully, the wording makes at least a little sense.
Which brings us to a last word. What we have is a simple set of
rules with 250 exceptions. Some ideas are simple. Random means roll
a die. ``Straight line'' means direction of pointing, not L.O.S.
Dead means dead.
Many of the exceptions will conflict, however, though creativity
will reveal the most interesting questions (If you put solid stone over
a pit, will it fall in and crush victims in the pit, or will it merely
cap the top? What about a wall on the floor? Will it cover the pit?
If walls cover pits and stone falls in, can you put a wall on a pit,
put stone on the wall, teleport an opponent to the pit and dissolve
the wall? And what ABOUT chocolate-covered manhole covers? Did you
ever really want to know?). Have fun. Make an impartial judge decide,
and let the judgements change from game to game. Keep the game loose,
and avoid those double-amplified fireballs.
Kerim Aydin
July 14, 1992
AND NOW, FINALLY...THE NEW CARDS
THE SPANISH INQUISITION (attack)
Target must confess the name of one non-displayed card in his hand.
Counteractions do not work, as no one expects this attack. Non-numeric
cards only may be confessed.
WILL(*) (neutral/attack, L.O.S.)
Gives an object a movement point. Works on walls /etc.. Considered
an attack if cast on an already animate object.
THE FOG(*) (attack, L.O.S.)
Makes a cloud of floating gas. Caster give it an initial direction.
It then drifts 2 spaces per turn, moving randomly at walls. Goes through
doors. Blocks L.O.S. Roll on Fog Effects Table each time entered.
WATERWALL destroys it. Fire causes an explosion filling nine squares
and causing five points damage to anyone caught in explosion.
COLD RAY (attack/counteraction, L.O.S.)
Does damage equal to number card played. As counteraction, reduces
fire damage by 1/2. Any water attack turns into ICE WALL or ICE on the
ground. Ice goes anywhere between attacker and caster.
VAMPIRE (attack, L.O.S.)
Creates an undead monstrosity. Movement of 4, health of 4, bites for 2.
When it bites, it gains the health it drains. Fire does twice the normal
damage.
KICK (attack, special)
Boot to the head! Target must be in adjacent square (not same square).
Does physical damage equal to number card played.
BAGPIPES (attack, L.O.S.)
Creates a set of magical bagpipes, with charges equal to NUMBER card
played. Attack does 3 points of damage to all in straight line from
horrible noise. Destroys Blue Meanies.
ATLAS MISSILE (attack, L.O.S.)
May carry 20 megatons.
000 3>-\
0000 III====---===>
000 3>-/
MASOCHIST (attack, L.O.S.)
Opponent hits self. He must play a NUMBER card if he has one. Damage to
opponent equals NUMBER card he plays.
MAGIC DARTS (attack, L.O.S.)
Creates a number of magic darts equal to NUMBER card played. Each dart
does 1 point of damage. Darts may be split among any number of opponents
in line-of-sight. Darts are not permanent and must be used when spell is
cast.
GOLEM (attack, L.O.S.)
Creates a golem, which moves and does physical damage at command of
caster. Move and damage equal 1/2 NUMBER card played. Hit points equal
NUMBER card played. Round down.
RATS (attack, L.O.S.)
Creates monster with 3 movement points. Does physical damage equal
to rats' current hit points. Starts with 5 hit points.
ETHEREAL HAMMER (attack, L.O.S.)
Creates magical hammer over opponent's head. Caster swings arm down in
hammer-swing motion, causing the creation to bop opponent on the head.
Disappears after attack; does 3 points of damage.
FEMINIST REVENGE (attack, L.O.S.)
Opponent takes one point of damage for every card in her hand with
sexist language (i.e. "he"). Opponent does not have to show cards.
SHUDDER (attack, L.O.S.)
All spells cast by target have 1 in 4 chance of being cast correctly.
If spell fails, draw top card from pile and cast it instead (no choice
in matter). Both cards are discarded. Duration equals NUMBER card played.
BLUE MEANIES (attack, L.O.S.)
Makes a mob of Apple-bonkers, Snapping Turks, and a Glove. These move as
a unit, 2 spaces a turn, and have 4 hit points. May attack anyone in same
square, doing 2 points of damage and reducing movement by 2 for target on
his next turn.
REALITY CHECK (attack, L.O.S.)
All target's spells are illusionary for duration equal to NUMBER card
played.
HOLE IN POCKET (attack, L.O.S.)
Target loses 1 card (of his choice) for every card drawn. The card drawn
cannot be lost at the same time. Duration equals NUMBER card used.
ANVIL (attack, L.O.S.)
Anvil drops on opponents head, doing 4 points of physical damage. Anvil
may later be picked up and thrown, doing 2 points of physical damage.
HUG (attack, L.O.S.)
Target must seek out a specified monster of wizard and give it a hug.
Aw........
PEACE, MAN (attack, L.O.S.)
Target may not attack. Duration equals NUMBER card played.
CONSTRICT (attack, L.O.S.)
Opponent's clothes suddenly become too small for one turn. Damage
due to constriction equals NUMBER card played.
QUICK DEATH (attack, L.O.S.)
Target loses 1 point for every card played or discarded. Duration
equals NUMBER card played.
PUFF OF SMOKE(*) (attack, L.O.S.)
Moves and acts like THE FOG (see rules).
Effects: 1> PEACE, MAN: no attacks / 1 turn.
2> BLINDNESS for 1 turn.
3> NO PAIN, MAN: May take no damage for 1 turn.
4> BAD TRIP: Illusionary attack drawn from top of
deck. Draw until attack is drawn.
SNEEZE (attack, L.O.S.)
Draw a random card from target's hand. This spell goes off in
a random direction from target. If card is stone, it travels
until it hits someone or something. Spell hits first target in
rolled direction.
CONJURE WATER ELEMENTAL (attack, L.O.S.)
Summons a water elemental with hp=NUMBER card. Move=hp. Can do
damage (or knock back, as a WATERWALL) up to hp, but loses a hp for
every point of damage or knock back. Annihilates with fire elemental.
TRANSFER CURSE (attack, special)
You may transfer a curse (WALKING DEAD, BLIND, etc..) to another
player in the same square.
TICKLE (attack, special)
Must be in the same square as the target. Target drops all carried
objects.
REPLACE SECTOR (Neutral)
The sector you are in is replaced by one not in the game. All items,
created/destroyed walls stay in the same location. New sector's
orientation is random.
DUMMY(*) (neutral/counteraction, L.O.S.)
Creates a stuffed dummy with half your current hit points. Anyone
within L.O.S. of both you and the dummy must roll to see which one to
attack (50% chance of attacking you or the dummy). The dummy may be
carried. Anyone in the same square with the dummy is not affected.
SUNGLASSES (neutral)
A pair of Ray-Bans(tm). Wearer is now immune to dazzling spells, UGLY,
and BLIND. Looks cool, too...DISPLAY IMMEDIATELY.
SNOWBALL (attack/counteraction, L.O.S.)
Does damage equal to 1/2 NUMBER card played. Destroys fire imp.
Lowers fire damage by twice NUMBER card played. You must discard this card
if you draw GIFT FROM BELOW.
GIFT FROM PURGATORY (neutral)
Add 0 points to your total, now. You may as high as you like.
GRAVITY (neutral)
All items in the same sector as the caster not stuck to the floor
fall until they hit a wall in the horizontal direction picked by the
caster. Does not cause damage.
SWAP SECTORS (neutral)
May switch any two sectors. Orientation of sectors and layout of board
remain the same.
PRIORITY INTERRUPT (neutral)
Stop the game and cast any one spell. Movement in progress must be
finished first. Acts ahead of acting spells, OPPORTUNITY FIRE, or INTERRUPT.
CREATE SCROLL (neutral, self)
Turns one card in your hand into an object. The scroll is not
exchanged in CHAOS, MENTAL SWAP, etc., but may be dropped or stolen.
Anyone holding the scroll may read or cast it. NUMBER and modifying
cards may also accompany card, either during scroll creation or casting.
MAGIC WINDOW(*) (neutral, L.O.S.)
Creates a permanent window through which L.O.S. (not movement) extends
in both directions. Both sides of the window must be on a wall. At least
one of the windows must be in the original L.O.S. of the casting player.
MAGIC MIRROR (neutral, L.O.S.)
Creates a magical mirror in a corridor, bending spells hitting the
reflective side by 90 degrees. It does not affect movement or block
already existing L.O.S.
TELEVISION(*) (neutral, L.O.S.)
Creates a large-screen TV, playing the Ren and Stimpy Show. Anyone
entering L.O.S. of this foul creation must end turn and watch the program.
May be played on any wall.
WALL OF SMOKE (neutral, L.O.S.)
Creates a wall of dark smoke that blocks L.O.S., but not movement.
TARDIS(*) (neutral, L.O.S.)
Creates a sector the size of a square. Anyone in center of TARDIS
may move it 1 space or rotation per turn. Discard if no sectors available.
TARDIS scoops up objects as it moves.
WALL OF ICE (neutral, L.O.S.)
Creates a solid wall of ice. Does not block L.O.S. Any fire spell
cast on or through it turns it into a WATERWALL.
TURN WALL TO JELLO (neutral, L.O.S.)
Wall becomes grape jello. Blocks L.O.S. Takes two movement points
to pass through. Spells stick, but only one spell will fit in wall
at a time. If second spell is cast into the wall, the first one
is pushed out the other side, hitting first available target.
ICE (neutral, L.O.S.)
Fills ground on square with ice. Anyone stepping on it or starting
turn on it has 50% chance of slipping when trying to leave, ending
movement if slipping. 5 points of fire damage melts it.
VORTEX(*) (neutral, L.O.S.)
This spell creates a permanent magical vortex on the floor, randomly
teleporting 10 spaces anyone who tries to walk over it. First, 3 spaces in
one random direction, then 4 spaces in another random direction from
that space, and finally 3 spaces in yet another random direction.
CRYSTAL BALL (neutral, L.O.S.)
Create two crystal balls, one in each hand. One or the other
(or both) may be dropped. Anyone holding one has L.O.S. from center
of the other one's square, even if the other one is being carried.
HAND MIRROR (neutral, self)
Creates a small mirror. Using this object, holder may cast attack spells
on himself. If dropped, it breaks on a roll of 1 or 2.
FILL SQUARE WITH STONERS (neutral, L.O.S.)
Fill square with obnoxious stoners. They block travel and L.O.S.
Anyone entering L.O.S. takes 1 point of damage from a flying beer can.
EARTHBALL (neutral, L.O.S.)
Creates a large circular ball which blocks L.O.S. You may push it
ahead of you by spending 2 movement points per space moved. It rolls off
of home bases. You may not push it onto players or monsters, but you may
push it around corners. 5 points of damage destroys it.
MONSTER BAIT (neutral, L.O.S.)
Creates monster food. All monsters in the same sector as the monster
bait must go to it by the shortest possible path, and spend turns eating
it equal to NUMBER card played.
SWORN ENEMY (neutral, L.O.S./self)
Name an object or opponent, it becomes target's sworn enemy. Target
must attack enemy anytime within L.O.S. Played on self will cancel BUDDY.
HUMAN FLY (neutral, self)
Allows wizard to use a point of movement to travel along a wall,
avoiding items on the ground. Duration equals NUMBER card played.
QUICK LEARNER (neutral, self)
Discard cards from your hand and draw to replace an equal number.
Cannot be used to discard stones or carried objects. If a card drawn
ends your turn, stop drawing.
SPEED FREAK (neutral, self)
Gain 1 extra turn, but lose turn after that sleeping it off.
TWINKLE (neutral, self)
Makes you shimmer and sparkle so brightly that anyone within L.O.S.
is blinded (as in BLIND). Duration equals NUMBER card played.
HEAL (neutral, self)
Add points to you total equal to NUMBER card played. You may exceed 15.
BIG STEPS (neutral, self)
A player may move twice the normal movement, moving two spaces on
each step, stepping over intervening squares. A player may not interact
with the intervening squares (i.e. change directions, drop items, fall
into pit). A player may bump into walls taking 1/2 point of damage
(round down when turn is over). Duration equals NUMBER card played.
INVISIBLE WALL (neutral, special)
Take 4 counters, 1 being the invisible wall. Put them on edges of
spaces face-down. Opponents moving through turn over and remove blank
counters, and everyone bumps into invisible wall. Does not block L.O.S.
HERE BOY! (neutral, special)
One of your uncarried treasures moves two spaces in any direction.
SWISS BANK ACCOUNT (neutral, special)
You may place two cards in a Swiss bank account. These cards are no
longer part of your hand, even for CHAOS. You may not play them from
the account, but may add or remove them to your hand during you turn,
as long as you don't exceed either card maximum. If you die, the cards
go away.
SHORT-TERM MEMORY (neutral, self)
May look through a number of cards in the discard pile equal to
NUMBER card played, and take one. Must start looking with top card
and work dowwards one by one.
PRECOGNITION (neutral, self)
Play this card during your turn with a NUMBER card. At the end of
your turn, after drawing cards, you may examine and re-arrange a number
of cards on top of the draw pile equal to the NUMBER card played. You
may not take any of the cards.
STUPIDSTONE
You cannot voluntarily drop this stone, though you may get rid of it
with SWAP MEET, etc. Display Immediately.
TRUTHSTONE (Grain of Salt)
Illusions do not affect the bearer of this stone. Display Immediately.
WHUPS! (trap)
You clumsy oaf. You just tripped on a loose stone! Take 1 point of
physical damage and drop carried treasure, now.
EDDY (trap)
You just hit an eddy in the space-time continuum. Teleport 1-4
spaces in a single random direction.
VIOLENT FEMMES (trap)
You've got Violent Femmes tickets! Lose a turn and go to the concert.
(discard immediately, and draw another).
BLOOD DONATION (trap)
Overcome by a fit of generosity, you donate a point of your blood
to every other wizard (and the vampire, if it exists). After this, you
are entitled to a sincere thank you from everybody.
RED DRAGON(*) (trap)
Creates a huge, ancient red dragon. This happens as soon as you draw
this card. No one has any control over it. Dragon moves 3, 15 hp, and
does claw damage for D4+2. It will go to nearest treasure and sit on it.
Treasure can't be picked up until dragon is killed. Water does 2x damage,
as does cold. Breath weapon works as FIRE IMP.
TRAP! (trap)
You fool, you just walked into a new, improved trap. Lose two cards,
randomly.
TRAP COUNTERACTION (counteraction)
May be played immediately upon drawing a TRAP card to negate its effects.
DEFLECT (counteraction)
Half of the attacking spell's power is deflected 90 degrees along a
new path. Hits first animate object in new L.O.S. or hits wall
(or something blocking L.O.S.). Only works on point or duration type spells.
RETALITATION (counteraction)
You may attack someone who attacks you, immediately after his attack
finishes.
CURVERD MIRROR REFLECTION [lens] (counteraction)
You may reflect 50% of a point or duration type spell, then add a
number card to the portion going back against the caster.
DUCK! (counteraction)
Not a spell. Any L.O.S. passes over your head, hitting next target
behind you. Big men can't duck.
DENIAL (counteraction)
The attack affects the victim one full turn after the attack was cast.
It may be counteracted at that time, but not in a way that affects others.
You may stop denying at any time for a full turn.
RUBY SLIPPERS (neutral/counteraction)
Teleports you home. All carried objects remain behind. Ends your
movement.
ACE OF WIZWAR (Movement/One)
^
/ \
/W.W\
(_HMC_)
| |
/-\
(tm)HMWW Irregulars
(*) NOTES
Any spell which travels (after a duck, etc.) will hit the first player,
monster, or L.O.S.-blocking object. Straight line from wall means anything
along a line perpendicular to the wall.
- WILL
- Will gives an unmoving object a movement point. If used on a
monster (not player), you may move it one movement point during
your turn if you did not create it, and add a point of movement if you
did. Carryable objects (including treasures) may be willed, but if
carried by someone else, they may not be moved (they wiggle and struggle
in an opponent's hands). Walls may slide aside, or move across a square,
or pivot (each takes a movement point). Any objects in the way of wall are
pushed along (not players or monsters). Any object (stone, thornbush)
which may not be placed on a home base will teleport over home bases instead
of moving onto them. Dispell Object and Remove Curse will remove Will
from an object, but count as an attack.
- THE FOG/PUFF OF SMOKE
- Each player, at the start of a turn (before
moving or playing any cards) may elect to have FOG move. It moves in
a straight line, drifting randomly at walls, moving through doors.
Anyone caught in the effect rolls once on the effect table each time
entering fog, and once each time fog moves over. If a player becomes
stuck in a corner with the fog, the player must roll once for each
movement point the fog TRIES to expend. Fire explosions expand along
corridors and branch to fill available space.
- DUMMY
- The dummy retains the form of the creator, even when carried
by someone else.
- MAGIC WINDOW
- Physical damage spells and objects (through drag, etc.)
may not move through a magic window. Destroying a wall with a window
destroys the window.
- MAGIC MIRROR
- Only half-silvered, on one side. Allows permament
sight around ONE corner, without interfering with other lines of sight.
- TELEVISION
- Created on a wall (ala big screen TV). May be destroyed
by destroying the wall, as well as dispelling the TV. It only affects
those in a straight line away.
- TARDIS
- A token, placed in a square, becomes the target...essentially,
a sector within a sector. Anyone in sight of the Tardis from the outside
sector sees the entrance to the sector as a continuous passage. The outside
walls of the Tardis are indestructable. Anyone who passes over the center
square of the Tardis may, at no cost, rotate or move the Tardis one space.
If moved onto a home base, the Tardis center becomes the home base (as
long as it remains in place). Obstacles in the way of the Tardis are scooped
into an appropriate entrance. Anything in the Tardis when it is dispelled
appears in the square the Tardis occupied.
- VORTEX
- Movement into the vortex is mandatory. What happens to
spells passing above the Vortex? Nobody knows. They may be sucked in.
They may teleport, and travel forward from their new location. They
may affact the Vortex itself. If a Tardis and a Vortex happen to
collide, Something Bad (tm) probably happens.
- RED DRAGON
- Effectively creates a new player, the dragon, with a
turn after the player drawing the card. On its turn, the Dragon
moves toward the nearest uncarried treasure. If it passes over someone,
it claws them for 2-5 hit points. It doesn't use a breath weapon
during its own turn. If a player moves into L.O.S. of a Dragon during
the player's turn, the Dragon breathes on the player, causing two
points of damage. If the player enters a Dragon's square...the claws,
again, make short work of the foolish mortal.
ACKNOWLEDGEMENTS
Besides thanking Harvey Mudd College for all this free
time, we would like to point out the creators of some cards: Dave Barton,
for Shudder (among others), Zach Mason, for Vampire, Red Dragon, Violent
Femmes, and Hug (I wonder about him), Andre Sisneros, who typed many of
the cards in here (and made a few), Rachel Bittaker (for Feminist Revenge),
and of course, Doug "Taller than he looks" Permafrosh, for always having
time to play, and Tonya, for keeping the boy in line.
Rules rendition by Kerim Aydin, USA
kaydin@jarthur.claremont.edu
July 14, 1992
The Game Cabinet
- editor@gamecabinet.com
- Ken Tidwell