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Determined not to go househunting again until their lease was up, they jumped into the hole. Filled with
hope and fear, but lacking any real understanding of the situation, they were 4
Dumb Wizard Friends on a quest to save the Multiverse...
If we dont fix this, were going to get kicked out of the house! And well
definitely lose our deposit!
The other wizards stared at him blankly, too dumb to grasp the gravity of
the situation.
You fool! shouted the Dimension Wizard, the least dumb of the four. We
didnt stop it! We ripped a hole in space-time! Its not just melting the earth
anymore; its obliterating the foundations of the Multiverse! The only way
to mend Space-Time is if we travel across the Universes and combine the
elemental gems to form the Ultimate Power, or the Multiverse is doomed!
Once upon a time, in a land far, far away, there were 4 dumb wizards. Desperate
for a place to stay in a time of soaring rent prices, they were forced to live
together in a modest house share. One day while trying to make a healing
potion, the Mind Control Wizard tripped over his own feet and spilled the
mixture on the floor. The potion burned through their kitchen floor, the
foundations of the house, then the bedrock. As the hole grew deeper and
deeper, the wizards began to panic. In a fit of hysteria, they began to cast any
spells they could think of at the hole, in the hope that maybe one would prevent
the hole from reaching the earths core. Approximately twenty dodgy potions
later, there was a blinding flash. After getting his bearings, the Mind Control
Wizard rubbed his eyes and peered down the hole. Well its stopped getting
deeper he declared, satisfied with the resolution.
GAME END
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Your team of Dumb Wizards have been scattered across the collapsing Multiverse,
ready for action. You must all work together to mend the tear. The goal is simple: you
must collect 3 of each Element card (Fire, Earth, Water, Air) and retrieve 4 Element
Gems from the Friendly Natives. These will then combine together to form the
Ultimate Power, the only spell strong enough to mend the tear. Friendly Natives have
come to greet you, ready to help. But as the wizards travel through the Universes, the
tear widens and the zones begin to destruct, turning Natives angry and hostile. If an
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Magic Corp HQ
Tom
Fluffington
Spiky Rock
any
must
disca
to
You
You can keep
a Zon Chance Deck
board
turn for 1 actio
rt to
place it in the rd
Telepothen
ediately
it during any
play
boa
this card imm
this card and n
for 1 action
You must play Chance Deck discard pile where on the
You can keep
turn for 1 actio
any
in the
it during any
play
then place it
this card and
for 1 action
Place
Place thi
s card in
the
pile afte Game discar
r use.
d
Spell
(transparent)
s in the
all the card
1. Shuffle
ard pile.
Deck disc
Universe
card and play
play
this card and n
You can keep
turn for 1 actio
it during any
Spell
this
n
You can keep
turn for 1 actio
it during any
Keep thi
s card in
player
play
has 3card
r han
andyou
this match
ing ele
n me d. When any
You can
h a nat
Tekeep
for 1 actio
one
lepwitturn
nts you
s back on
it during anyort toive for an ele
may trae all the card
.
an
a Zonement sto
2. Plac
Keep Deck
de
ywhe
erse
this car
ne.top of the Univ
re on
d in you
player
has
the bo
r hand.
Move wit 3 matching ele
Wh
ard
for 1 ac
anyh aNa
ments en any one
native
tion
for
an eleme you may tra
e on
boardthe Chativ
nce
thent stone. de
in to ans
card
aoy
e this
Chaos
You can
kee
it during p this card and
any turn
pla
for 1 act y
ion
8 Native Cards
(transparent)
Omin
PlacFish
Pit
e a Fi
re Na
your
tive on
curren
t zone
ns
Derpy Dow
rno
Lame Infe
dimension
s in the
all the card
1. Shuffle
ard pile.
Deck disc
Universe
Pit
play
this card and n
You can keep
turn for 1 actio
it during any
play
this card and n
You can keep
turn for 1 actio
it during any
any dimens
player in
for 1 action
Zones in
Rupture all
ension!
current Dim Spell
Chaos
Spell
14 Spell cards
Ch
3. Plac
for
ard pile.
Deck disc
Zone
1 actio
n
Keep thi
s Cards
ao
Ch
s
pla
yer has card in your
Spell anGidve
3 ma
ch
tching hand. When
awit
Ge
elements
any on
s of
hea
pie
natca
e
ive for
you
rdanto
ayer in am
X2 copl
eleme
a nt stomay trade
totyal
in an
ne.
dimen
28 cards for 1 ac
sion
rent Zone
Rupture cur Spell
in
aos
ChSp
ell
Derpy Downs
Keep thi
s
Chaos
Fish Pit
Ominous Well
Mend
a Zone
of your
choice
for 1 ac
tion
yer
Zone of pla
Move to the
on your left
to
ell
Stephens House
Republic of Eyeland
neral
CardsandGe
play
Rupure keep
this card
You can each?
for 1 action
X20 itof
during any turn
of
Universe Deck
Ruptplay
urn e
this card and
You can keep
turn for 1 actio
it during any
play
this card and n
You can keep
actio Forest
turn for 1 Weeping
it during any
curren
t Zone
Weeping Forest
Elles Estuary
The Schulmp
Chance
Deck
Spell
ediately
this card imm
You must play Chance Deck discard pile
place it in the
ediately
Move
Spell
then
h the
this card immes wit
pile
ovmust
er play
Zon
You
Deck discard
a de
ce
itch
Chan
stro
in the
it Sw
Zo
place
ediately
yedyour right
thenne
for pla
on
this card imm
pileyed
desrdtro
1 acyer
r a disca
You must playve
oveDeck
tion
Switc
Mo
in the Chance
ion
You can
ediately
h Zone
then place it
your
kee this play this card imm e of
e for 1 act
pile
Zon
rd
Zon
disca
it during Youp must
pl
a
car
Deck
ayer on s with the
d and
nd
Chan
any turitn inMe
the
place
Native
ediatelycard
your
for 1 act y for 1 action
then place
a Gem
Chaos
card imm
eive
this
right
ice
pile
Rec
choion
discard
You must play
ce Deckyer
in any
You can
X2 of Cards
in the Chan
kee
elyd to a
a pla
car
Faded Zone image and bigger name on front, Green design on back
then place it Universe
fromDeck
immediat
each
it during p this card and
Gem
e acard
Givthis
1 action
any turn
X1 copy of each
play
discard pile
for
ion
You must play
70
Deck
ens
ion
ce
for 1 act
mmX
ens
Chaos24dim
cards
in total
in the Chan any dim
ion
then place itplayer in
10
70mmX100mm
0
You
mm
Acecan
play
this card and
takeep
for 1 action
Chaos
Demented
X4 copies
Demented!
Indefinite Steamer
ive
friendly Nat
Choose a
tile
ell
Sp
becom
Spe hos
Spell to
Return a
discard pile
Spell
Crystal Motel
Chaos
Chaos
Spell
You can
kee
it during p this card and
any turn
pla
for 1 act y
ion
ely on the
ive
ediat
Nat
card imm
thisany
playve
rd pile
Mo
You must
ce Deck disca Zone
Ru
it in the Chan
rd to any
to a Zonepture then
all place
Zones boa
Teleport
currrd
in for 1 action
ent Di
on the boa
mensio
anywhere
Tu
n!
rn all
friendl
for 1 action
y Nativ
your
es in
Zone
hostile
You mu
st play this
then pla
d play
rds
X5 of
each
Spell
Chaos
tion
You can
y Natives
keep this
it
all frie
carndl
during
n any
d
Tur
play tile
turn for and
e hos
1 act
Spell
your Zon
ion
n
You can keep
turn for 1 actio
it during any
2 copi
s Car
play
es of
this card and n ds
28 ca You
can keepea
for 1 actio
turnch
rdsit durin
ing any
total
Spell and
X2 copies
28 cards
Spell
Spell
te
play
this card and n
You can keep
turn for 1 actio
it during any
Elles Estuary
Pass on
e of yo
ur Sp
cards
ell
The Schulmp
Chaos
this car
can keep
it during
n
any turn d andYou
play g any turn for 1 actio
for 1 actit durin
play
ion
this card and n
You can keep
You can
turn for 1 actio
kee
it during any
it during p this card and
any turn
pla
for 1 act y
ion
Bleak Pasture
Holy Desert
Chaos
Spilly Hill
Chaos
Chaos
Teleport to a Zone
anywhere on the board
for 1 action
Wibbly Valley
for 1 action
Magic Corp
HQ
Tom
Now you are ready to play! The player who most resembles their character goes first.
Play continues in a clockwise direction. On every turn, the active player must:
1. Rupture the Multiverse!
2. Take up to 4 actions
3. Take 2 Chances
Rupure Cards
X2 of each
70mmX100mm
Acetate
Fire Native
GAMEPLAY
Earth Native
Water Native
Discard
any rupture card present on
X1 copy of each
X1
copy
of
each
Native draw
card have
determine
which unfortunate
Zones
24 cards in total
24 cards in total
X1 of each
70mmX100mm
the Zone to the Rupture Discard pile.
Air Native
beenWild-card
hit70mmX100mm
thisNative
time. Cards should be drawn
Discard corresponding Universe
1 at a time: 1 from the top of the deck,
card to the Game Discard pile.
and 1 from the bottom. For each card
If
the
affected
Zone
card
is
clear,
place
your current zone
on your current zone
X1 copy of each
the
Game
Discard
pile.
24
cards
in
total
a Rupture card on it. This area has
70mmX100mm
now ruptured.
The Schulmp
The Schulmp
Fire
Water Native
Earth
Fire Native
Earth Native
Water
Air
Earth
ire Native
Water
Wibbly Valley
Shunned Bridge
Wibbly Valley
The Schulmp
Earth
afterhand.
use. When any one
Keep this card pile
in your
player has 3 matching elements you may trade
with a native for an element stone.
afterhand.
use. When any one
Keep this card pile
in your
player has 3 matching elements you may trade
with a native for an element stone.
Earth Native
Water Native
Air Native
Earth
Water
Water
Air
Fire
afterhand.
use. When any one
Keep this card pile
in your
player has 3 matching elements you may trade
with a native for an element stone.
Air
Wibbly Valley
Elles Estuary
Bleak
ThePasture
Schulmp
Holy
EllesDesert
Estuary
Spilly Pasture
Hill
Bleak
Weeping
Forest
Holy Desert
The Schulmp
Shunned
Bridge
Wibbly
Valley
Elles
Estuary
Magic
Corp
HQ
Shunned
Bridge
Bleak
The
Schulmp
Pasture
Tom
Magic
Corp
HQ
Elles
Holy
The Schulmp
Desert
Estuary
Fluffington
Tom
Bleak
Elles
Spilly
Pasture
Estuary
Hill
Spiky
Rock
Wibbly
Valley
Fire
Fish Pond
The
Lame
Inferno
Shunned
Bridge
The
Schulmp
Derpy
Downs
Fire
Fish
Pond
Magic
Wibbly
Corp
HQ
Elles
Estuary
Fish
PitValley
The
Schulmp
Lame
Inferno
The
Neverdoor
Elles
The
Schulmp
Estuary
Fire
Fish
Pond
Wibbly
Valley
The
Lumps
Universe Deck Faded Zone image and bigger name on front, Green design on back
X1 copy of each
Wibbly Valley
Shunned
Wibbly
Valley
Bridge
The
Lame
Inferno
24 cards in total
70mmX100mm
Bleak
Elles
The
Schulmp
Pasture
Estuary
The
Derpy
Lame
Downs
Inferno
Shunned
Bridge
Crystal
Motel
Derpy
Downs
Shunned
Wibbly
Tom
Valley
Bridge
Bleak
Pasture
Ominous
Well
Fish
Pit
Shunned
Magic
Fluffington
Corp
Bridge
HQ
Holy
Desert
Indefinite
Steamer
Bleak
Elles
Holy
The
Schulmp
Desert
Pasture
Estuary
The
Fire
Fish
Lame
Fish
Pit
Inferno
Pond
Magic
Corp
HQ
Stephens
House
Bleak
Elles
Holy
The
Spilly
Schulmp
Desert
Pasture
Estuary
Hill
Ominous
Fire
Derpy
Fish
Downs
Well
Pond
Tom
Republic
of
Eyeland
Shunned
Magic
Wibbly
Tom
Corp
Valley
Bridge
HQ
Derpy
Downs
Shunned
Magic
Fluffington
Wibbly
Tom
Corp
Valley
Bridge
HQ
Fish
Pit
Hostile Natives:
Elles Estuary
Wibbly Valley
Magic Corp HQ
The Schulmp
The
Fire
Lame
Fish Inferno
Pond
Tom
Bleak Pasture
The
Fire
Derpy
Lame
Fish
Downs
Inferno
Pond
Shunned Bridge
Holy Desert
The
Fire
Derpy
Fish
Lame
Fish
Downs
Pit
Inferno
Pond
Fluffington
Spilly Hill
The
Ominous
Fire
Derpy
Fish
Lame
Fish
Downs
Pit
Well
Inferno
Pond
Spiky Rock
Elles Estuary
Bleak Pasture
Holy Desert
Wibbly Valley
Shunned Bridge
Magic Corp HQ
Tom
2. TAKE UP TO 3 ACTIONS
You are allowed to take up to 3 actions
per turn. You and your teammates must
collaborate together to decide the most
appropriate actions to take on each
players turn. Select Native
any combination
of
Cards
the following actions:X2 of each
70mmX100mm
Move to an adjacent
Zone in
Acetate
your Universe
Mend a Zone
Turn hostile Native friendly
Teleport to an adjacent Universe
(2 actions)
Give Element card to fellow
wizard in same Universe
Cast spell from Spell Card
Receive Element Gem from
friendly Native
Spilly Hill
Weeping Forest
Fluffington
Weeping
Bleak
Holy Desert
Pasture
Forest
Spiky
Rock
Holy
Spilly
Desert
Hill
Ominous
Well
Magic
Spiky
Tom
Corp
Rock
HQ
Spilly
Hill
Weeping
Spilly Forest
Hill
Indefinite
Steamer
Fluffington
Tom
Weeping
Forest
Spiky
Fluffington
Rock
Derpy Downs
Fish Pit
The Neverdoor
The Lumps
Crystal Motel
Weeping
Elles
Bleak
Holy
Spilly
Estuary
Desert
Pasture
Forest
Hill
Ominous
Fish
Pit
Well
Spiky
Rock
Weeping
Bleak
Holy
Spilly
Pasture
Desert
Forest
Hill
Indefinite
Ominous
Steamer
Well
Weeping
Holy
Spilly
Desert
Forest
Hill
Indefinite
Steamer
Weeping
Spilly Hill
Forest
Shunned
Magic
Wibbly
Spiky
Fluffington
Tom
Corp
Rock
Valley
Bridge
HQ
Ominous
Well
Shunned
Magic
Spiky
Fluffington
Tom
Corp
Rock
Bridge
HQ
Indefinite
Steamer
Magic
Spiky
Fluffington
Tom
Corp
RockHQ
Spiky
Fluffington
Tom
Rock
Fluffington
Spiky Rock
The Schulmp
Bleak Pasture
Magic Corp HQ
Fish Pit
Fluffington
Tom
Derpy Downs
Ominous Well
Indefinite
Fire
Ominous
Derpy
Fish
Fish
Steamer
Downs
Pit
Pond
Well
Indefinite
Ominous
Derpy
Fish
Downs
Steamer
Pit
Well
Indefinite
Ominous
Fish Steamer
PitWell
Indefinite
OminousSteamer
Well
Spilly Hill
Wibbly Valley
Shunned Bridge
Magic Corp HQ
Tom
Fluffington
Spiky Rock
Derpy Downs
Fish Pit
Ominous Well
Indefinite Steamer
Weeping Forest
Fluffington
Spiky Rock
Ominous Well
Stephens House
Holy Desert
Tom
Derpy Downs
Fire Fish Pond
Spiky Rock
Indefinite Steamer
Fish Pit
Spiky Rock
Indefinite Steamer
Ominous Well
Indefinite Steamer
Weeping Forest
Magic Corp HQ
Fluffington
Tom
Spiky Rock
Indefinite Steamer
Ominous Well
Indefinite Steamer
to
Chaos
fellow
Earth Native
Water Native
Fire Native
Earth
FireEarth
Native
Native
Water
Earth
FireWater
Native
Native
Native
Air
Water
Earth
Air Native
Native
Native
Fire
Wild-card
Water
Air Native
Native
Native
Place
Placean
a Earth
Fire Native
Native
onon
your current zone
Place
Place
Placean
aaWater
Earth
Fire Native
Native
Native
on
on
on
your current zone
Place
Place
Place
an
aan
Water
Earth
Air Native
Native
Nativeon
on
on
your current zone
Place
Place
Place
the
aan
Water
Wild-card
Air Native
Native
Native
on
on
onyour
yourcurrent
currentzone
zone
Earth
Water
Earth
Water
Earth
Air
Water
Fire
Air
Keep
Keep this
this card
card in
in your
your hand.
hand. When
When any
any one
one
player
player has
has 33 matching
matching elements
elements you
you may
may trade
trade
with
with aa native
native for
for an
an element
element stone.
stone.
Keep
Keep this
this card
card in
in your
your hand.
hand. When
When any
any one
one
player
player has
has 33 matching
matching elements
elements you
you may
may trade
trade
with
with aa native
native for
for an
an element
element stone.
stone.
Spell
Air Native
Wild-card Native
Gemdraw
Cardscard
Native
of each
X1 X5
of each
Wild-card
Air Native
Native
Gem Cards
X5 of each
Native
Cards
Gem Cards
X2
X5of
ofeach
each
70mmX100mm
Acetate
Gem Cards
X5 of each
Fire
Air
Wild-card Native
Place
Place
the
an
Wild-card
Air NativeNative
on
onyour
yourcurrent
currentzone
zone
Fire
New Native
2 actions
Native Cards
X2 of each
70mmX100mm
Acetate
Weeping Forest
card
Weeping Forest
Indefinite Steamer
Republic of Eyeland
Fire Native
Spilly Hill
Magic CorpShunned
HQ
Bridge
Indefinite
The
Ominous
Fire
Derpy
Lame
Fish
Fish
Steamer
Downs
Pit
Inferno
Well
Pond
Bleak Pasture
Elles Estuary
Bleak Pasture
Elles Estuary
Elles Estuary
Universe Deck Faded Zone image and bigger name on front, Green design on back
X1 copy of each
24 cards in total
70mmX100mm
Weeping Forest
Elles Estuary
The Schulmp
Shunned Bridge
Wibbly Valley
Give Element
wizard:
Weeping
Bleak
The
Elles
Holy
Spilly
Schulmp
Desert
Pasture
Estuary
Forest
Hill
Indefinite
Derpy
Fish
Steamer
Downs
Pit
Fluffington
Derpy Downs
Fire Fish Pond
Spiky Rock
2 actions
Fire Fish Pond
Mend Zone:
Weeping Forest
The Schulmp
Tom
Elles Estuary
Tom
Native Cards
X2 of each
70mmX100mm
Acetate
on
Zone
front,
image
Destroyed
Zone
andCards
name
on back
on
Zone
front,
image
Destroyed
Zone
andCards
name
on back
on
Zone
front,
image
Destroyed
Zone
andCards
name
on back
on
Zone
front,
image
Destroyed
and name
on back
on front, Destroyed on back
X1 copy of each
X1 copy of each
X1 copy of each
X1 copy of each
X1 copy of each
X1 copy of each
24 cards in total
24 cards in total
24 cards in total
24 cards in total
24 cards in total
24 cards in total
70mmX100mm
70mmX100mm
70mmX100mm
70mmX100mm
70mmX100mm
70mmX100mm
Bridge of Shattered Dreams
Magic Corp HQ
Shunned Bridge
Gem Cards
X5 of each
Destroyed Zones:
Weeping Forest
a Fire Native on
r current zone
Earth
Holy Desert
Shunned Bridge
Spilly Hill
Holy Desert
Wibbly Valley
Earth Native
Bleak Pasture
5. Assign Characters
Rupure Cards
Each player must be randomly assigned Native draw card
X2 of each
Gem Cards
70mmX100mm
a Wizard
card. This canWild-card
be achieved
by X1 of each
Air Native
Native
Acetate
X5 of each
Water
Air
Fire
shuffling the 4 Wizard cards (Wizard
Character on front, actions on back)
and each player randomly choosing a
card. Upon receiving your wizard card,
you Place
areanencouraged
to Place
read
your special
Air Native on
the Wild-card Native
Stable Zone
Destroyed Zone
current zone
on your current zone
poweryouraloud
to make your
fellow players
If any players pawn is present on a
aware of your special ability. Your special
Stable
Zone
Ruptured
Zone
Zone Cards Zone image and name
Zoneon
Cards
front,
Zone
Destroyed
imageon
and
back
name on front, Destroyed on back
X1 copy of each
X1 copy of each
destroyed Zone:
power may prove very useful when saving
If the24affected
Zone has got a friendly
24 cards in total
cards in total
70mmX100mm
Native 70mmX100mm
draw card
They immediately lose any chance
the Multiverse from eternal doom. Each
Native
present,
that
Native
becomes
X1 of each
Gem Air
Cards
Native
Wild-card Native
cards in their possession
playerWater
mustNative
use the pawn
which
matches
Native
Cards present
X5 of each
hostile. Any friendly
Natives
Fire
X2 of each
That
Wizard is blasted from
their Wizard card. Any unused cards or
in a ruptured Zone
become
70mmX100mm
the destroyed Zone. The displaced player
Acetate
pawns are to be left out of play.
immediately hostile.
must immediately select a card from
Place the Rupture Card under the
the Universe deck to determine their
6. Decide Starting Point
Native card.
Place a Water Native on
Place an Air Native on
the Wild-card Native
Cards General
new
location before play is resumed. Rupure
Each
player
choose
cardzonefrom Place
your
current must
zone
youracurrent
on your current zone
X20 of each?
Flip the Native card over to reveal
Or pick one to do X20 of
After
use,
place
Universe
cards
face
the Universe deck. This will determine
70mmX100mm
its hostile side.
Acetate
down in the Universe Discard pile.
what Zone you start at. Place your pawn
Rupure Cards
X2
of
each
If a Native
card or Rupture card is
on the corresponding
Shuffle
NativeZone.
draw card
70mmX100mm
of eachactive and Gem Cards
placed onAcetate
a Zone tile where a players
all Wild-card
UniverseNative
cards X1(both
X5 ofCards
each
pawn is present, simply place cards
Fire
discarded)Air together, and place
deckNative
X2 of each
under pawn.
face-down.
70mmX100mm
Acetate
If the affected Zone card has already
been destroyed, place affected
Universe Card face-down in the
Place the Wild-card Native
on your current zone
Game Discard pile and draw again.
Stable Zone
Ruptured Zone
Repeat until active Zone is selected.
friendly Native
hostile Native
Fire Native
Elles Estuary
3. TAKE 2 CHANCES
You must now draw 2 cards from Chance
Deck (pink & purple reverse) You must
draw 3 cards if 1 of your actions involved
teleporting to an adjacent Universe.
Reveal the cards one at a time. If Chance
deck runs out, simply shuffle the Chance
Discard pile and stack the cardsFireface
Native
down to form a new Chance deck.
Rupure Cards General
X20 of each?
Or pick one to do X20 of
70mmX100mm
Acetate
Element Cards
Native Cards
X2 of each
70mmX100mm
Acetate
Native Cards
X2 of each
70mmX100mm
Acetate
Fire Native
Wild-
Earth
Water
Earth
Air
Water
Fire
Air
X5 of each
Wild-Card
Native
Water
Earth
Spilly Hill
Water Native
Earth Native
Water Native
Earth Native
Air
Water
Fire
Air
Gem Cards
X5 of each
Fire
Place this
Gem C
X5 of e