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Wizard's Quest CJC Rules v4.1 PDF
Wizard's Quest CJC Rules v4.1 PDF
5 to 3 hours
Orc and Man counters are unlimited – use other counters if these run out. Other pieces are limited to
available counters (hero, sorcerer, dragon, wizard).
A hero or sorcerer costs 2 men, and, if the piece is not already in play, either can be placed any time a
player is able to place 2 men. A hero and a sorcerer cannot occupy the same space.
2) Reinforcement
For each space in each of a player’s kingdoms, the player gets 1 man, or a minimum of 4 men, to be
placed on any space or spaces occupied by the player. A hero may be taken instead of 2 of these men;
a sorcerer may be taken instead of 2 men. A player gets at least 4 men unless a card says otherwise.
A Kingdom is a castle or connected group of spaces which contains at least one castle, all of which
are occupied by one player. The spaces may be connected across bridges or through the Great Tunnel.
A space may belong to at most one kingdom, even if more than one castle is connected to the kingdom.
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3) Attack Campaign
The player may initiate 1 attack campaign from 1 of his or her spaces to a single adjacent space not
occupied by the player. A campaign consists of one or more die rolls, each of which is considered a
battle. Bridges and the Great Tunnel allow spaces to be considered adjacent for attacks, but grant
combat bonuses to the defender.
A card may have been played earlier this turn to allow an extra attack campaign now. Also, sometimes
an extra attack may be made against the dragon or wizard (see Attacking The Dragon Or Wizard).
Aid: At start of attack, and before each attack roll, attacker may aid the attacking force by moving
men from spaces adjacent to the attacking space into the attacking space, and may do this more than
once during an attack campaign. These men are permanently moved, regardless of the battle outcome.
A boat privilege card treats spaces bordering the same water body as adjacent for purposes of aid.
Aid From Hero Or Sorcerer: At start of attack only, the player may move his hero or sorcerer from
any space on the board to the attacking space to aid the combat. If the attacking space already contains
the hero or sorcerer, then it may be swapped with the other by having them switch spaces.
o Attack Duration: Attack continues until either the attacking or attacked space is unoccupied, or
until attacker decides to stop. Attacker may stop any time, but not in the middle of rolling battle dice.
o Capture: If attacking an unoccupied space, or attacked space becomes unoccupied during the attack,
attacker must occupy it with 1 or more pieces, as long as the attacking space remains occupied.
o Hero: A force with a hero may only be attacked by a force with a hero.
o Calling Off Attack: May be done at any time, between dice rolls, and even before the first dice roll.
o Boat Privilege: A boat privilege card allows an attack to a space that can be reached over water as if
the space was adjacent, incurring no penalties even over a bridge. Spaces touching the water are also
adjacent for aiding an attack. A single card allows both the oversea attack and also aid for the attack.
Once the player’s attack(s) are complete the next player gets to take his or her turn. Once all players
have taken their turns (petition/reinforcement/attack), then play returns to the Orc Phase.
Each attack campaign consists of one or more die rolls called Unit Die Range
battles. An attack campaign ends 1) when the attacking or defending
space becomes unoccupied, or 2) when the wizard or dragon is Orc 1 per orc, max 4
defeated, or 3) when the player calls off the attack. Man 1 per man, max 4
Dragon 6
Battle Resolution: Attacker and defender each roll 1 die (an Wizard 6
uninvolved player rolls for the orcs, wizard, or dragon). If the roll is Hero Men +1, or 1 alone
less than or equal to the combatant’s die range then the opponent Sorcerer Men +2, or 2 alone
loses a number of pieces from his or her force equal to the die roll.
o The die result is the number pieces the other side loses if result is less than or equal to the die range.
o If both sides miss then the attacker loses 1 piece.
o Each player chooses which pieces are removed to satisfy losses from their own forces.
o A side cannot lose more pieces than were present at the battle.
o The hero, sorcerer, dragon, and wizard each count as 1 piece for determining losses.
o A player losing all of his or her pieces from the entire board is out of the game.
o Terrain never affects the attacker’s die range, only the defender’s die range is affected (see below).
Sorcerer
o If sorcerer is present in the attacking force: Defender is dispersed instead of destroyed.
o If present on both sides: Disperse attacker-inflicted losses, then disperse defender-inflicted losses.
o How To Disperse: The player who inflicted the loss distributes the defeated pieces to any other
space or spaces occupied by the pieces’ owner and/or to any unoccupied space or spaces.
Die Ranges Terrain is also explained here
o Men or orcs die range is 1 for each man or orc present on a space, up to a maximum die range of 4.
o A hero adds 1 to a force’s die range. When alone in a space a hero has a die range of 1.
o A sorcerer adds 2 to a force’s die range. If alone in a space then the sorcerer has a die range of 2.
o The dragon and Peacemaker The Wizard each have a die range of 6.
o Attacking into or from a castle, forest, bridge, or great tunnel does not change attacker’s die range,
regardless of terrain the attacker is attacking from or into. Terrain never affects attacker’s die range.
o Defending in a Castle adds 2 to the defender’s die range; attacker’s die range is unaffected.
o Defending in Forest and Mountain territories adds 1 to defender’s die range; attacker is unaffected.
o Defending over a Bridge or against an attack initiated on the other side of the Great Tunnel adds 2
to the defender’s range (this replaces the forest bonus, if any); the attacker’s die range is unaffected.
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Example Die Ranges
o An attacking space in Golden Dunes containing seven men has a die range of 4.
o An attacking space in the Field Of Fallen containing a hero and 6 men has a die range of 5 (1+4).
o An attacking space in Whispery Meadow containing sorcerer and ten men: die range of 6 (2 + 4).
o A defending space in Crystal Mountains containing sorcerer and two men: die range of 5 (2 + 2 + 1).
o 3 orcs defending through the Great Tunnel have a die range of 5 (3 + 2).
Attacker Die Range Die Roll Defender Loss Defender Die Range Die Roll Attacker Loss
4 2 2 counters 4 3 3 counters
4 4 4 counters 4 5 0 counters
4 5 0 counters 4 1 1 counter
6 2 2 counters 2 2 2 counters
6 6 6 counters 6 6 6 counters
Hero
o A hero adds 1 to a force’s die range. When alone in a space a hero has a die range of 1.
o A force with a hero cannot attack the wizard.
o A force with a hero can attack the dragon.
o A force with a hero can attack other players’ heroes, sorcerers, and men, and can also attack orcs.
A space containing a hero can only be attacked by the dragon or by another force containing a hero; a
hero cannot be attacked by any other type of force.
If a hero force defeats the dragon: Remove the dragon until the next Dragon Turn; if the hero is not
killed by the dragon then the player gets 6 men to place now on any space occupied by the player.
Sorcerer
o A sorcerer adds 2 to a force’s range. When alone in a space a sorcerer has a die range of 2.
o A force with a sorcerer can attack the dragon and can attack the wizard.
If the sorcerer is part of the attacking force then all of the defender’s lost pieces are dispersed by the
attacker instead of being removed from the board.
If the sorcerer is part of the defending force only then any losses inflicted by that defending force on
the attacker’s force are not dispersed but are removed from the board as in a normal battle.
Sorcerer is part of attacking and defending forces: Disperse all losses on both sides. Attacking player
disperses the losses he or she inflicted, then defending player disperses defender-inflicted losses.
How To Disperse: The player who inflicted the loss distributes each defeated piece to any other space
occupied by the owner of the dispersed piece or to any unoccupied space.
If a sorcerer force defeats the dragon or wizard: Move the dragon or wizard to a random 1d6 territory
in the region of attacker’s choice. There the dragon gobbles 1d6 men/orcs; the wizard adds 3 men/orcs.
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WIZARD’S QUEST PLAY SUMMARY Refer to the main rules for greater detail
Recently I purchased a near mint copy of the game, Wizard’s Quest, 3rd Edition rules, and we have
been having a blast with it. It’s been 20 years since I played this game; it’s more fun now than it was
then. In the first game we replaced all the chits with the orcs and elves from LOTR Risk, and used the
Gandalf from LOTR Trivial Pursuit as Peacemaker The Wizard, a Dragonlance Boardgame dragon
for the dragon, and other random figures for the heroes and sorcerers. This added 3rd dimension
modernized the game and enhanced the fun factor to no end. The flat cardboard counters have no stats
on them, making this replacement a no-brainer.
I noticed that the rules were garbled, poorly organized, and repeated differently in different places.
BoardGameGeek.com contains several rules updates and summaries, all of which contain various
inconsistencies and omissions, and some information that is just plain wrong. A prime example of this
is “If both sides miss then the attacker loses 1 piece.” This rule is left out of every fan-created labor of
love I have seen. So I was driven to create my own version.
This document accurately contains the complete rules for Avalon Hill’s 3rd Edition Wizard’s Quest
game. The rules are complete, accurate, and should be considered a 4th edition of the game. The errors,
omissions, and poor organization of the original rule sets and of the files uploaded to Board Game
Geek have all been fixed, clarified, and better organized herein. At least I think so, your mileage may
vary. The only constraint I placed on myself was to make it fit into 3 double-sided printed pages. If this
forced terseness leads to any questions let me know – I’ll expand these rules to another printed page.
The only change I made to the actual rule set is in the setup phase, Deal Treasure. In the original rules
each player simply passes all 3 of their treasures to the player on the left. With my change, a player’s
treasure gets dealt around the table, so that the job of divvying a player’s treasure will fall on multiple
people. We found this way more fun, and it overcomes the problem whereby a given player is simply
lousy at placing other people’s treasure. Yes, the players are allowed to discuss where each treasure is
placed and coordinate if desired.
Another change worth considering, and which we like, is to the setup phase, Place Remaining
Treasure. The official 3rd edition rules state that in a 2-player game, “Add 5 men to any space
receiving a treasure that is occupied by a player.” This rule can work well regardless of the number of
players, and should not only be limited to a 2-player game. I have not made this change to this 4th
edition of the Wizard’s Quest rules.
I only included the official variants (decoy treasure placement and the 2-player changes). I didn’t waste
any time on the silly unofficial variants regarding the blank petition card and rolling on a chart for a
horrific event. I put all connected information in a single place, as well as I could. Thus all sorcerer
information is included in the Sorcerer section, including the sorcerer’s die range. I created the die
range tables, a strange omission from the original rules. And I managed to force the whole thing into 6
pages, for 3 printed double-sided sheets, plus the summary page handout, and finally this page.
Feel free to contact me with suggestions for any updates to this rule set. There are no errors, but please
report any you find.
Life is good!
Chris Conboy
chris@ageofgods.com
August 11, 2005
(v4.1 June 23, 2006)