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Warlocks & Warlords

Rule Sheet
Objective:
The objective of Warlocks & Warlords is to control the Nessie space (center-board
space) and be the last player standing.

Supplies:
This is a 2 - 5 Player Game
● 60-Card Custom Deck (Spell Book)
● 5 Player Avatars
● 25 Hearts (for health)
● 5 Shields
● 1 four-sided die & 1 six-sided die (preferably 1 set per player)
● 1 Game Board

Setup:
Start by shuffling the 60-card deck and placing it on the
dedicated board space.
Each player is given 5 hearts to place on their bench as HP.
Place 5 shields around the Nessie space. Each player
chooses an avatar to play as and places their avatar on their
respective start space. No player is given any cards.

How to Play:
1. The youngest player goes first. The order of players is
counterclockwise.
2. The 6-sided die is used for player movement.
3. The 4-sided die is used to calculate damage.
4. If all cards run out, reshuffle deck. (Mist of Fear is not reshuffled)
5. The first goal of players is to get to the Nessie space.
Player Turn
1. The player draws a card. The player can have no more than 3 cards in their hand
at a time.
2. The player can use spells (before & after movement).
3. The player rolls the 6-sided die to move (except the Nessie Player).
4. Player Turn Ends
Movement
1. If a player is within 6 or fewer nodes to the Nessie space, then the following
movement rules apply:
● If rolled a number fewer than what is needed to land on the Nessie space,
the player may move that many nodes.
● If rolled a number greater than what is needed to land on the Nessie
space, the player cannot move any nodes.
● If rolled the exact number needed to land on the Nessie space, and the
Nessie space is occupied, the player cannot move any nodes.
● If rolled the exact number needed to land on the Nessie space, and the
Nessie space is unoccupied, the player moves directly to the Nessie
space.
Health
1. All players start with 5 health.
2. Players cannot have more than 5 health.
3. If a player loses all health, the player returns to start, and discards all cards in
their hands.
Returning to the Game
1. If there is a player on the Nessie space:
● The defeated player (whether defeated by the Nessie Player or another
player) must remain out of the game until that current Nessie Player is
defeated or removed from the Nessie spot. Once this occurs, defeated
players immediately regain all 5 health and return to the game on their
immediate next turn.
2. If there isn’t a player on the Nessie space:
● The defeated player must miss their following turn before returning to the
game and regaining all 5 health.
3. If the Nessie Player is defeated:
● The defeated player must miss their following turn before returning to the
game and regaining all 5 health.
Playing Spells
1. Players can play multiple spells per turn
2. Players are not required to play spell card each turn
3. Spells with special instructions will be printed on the card.
4. Players can play only 1 counter spell if targeted by an opponent player.
5. You can refer to the Cards section for more info on each of the spell cards.
Nessie Player/Nessie Space
1.Only 1 player can occupy the Nessie space at a time.
2.The Nessie player must be defeated or removed from
the Nessie spot before another player can occupy the
space.
3.At initial occupation, the Nessie Player is powered up,
with all health being replenished and the addition of 5
shields (10 health hearts total).
4.Each time a player lands on the Nessie space, the
spell “Mists of Fear” is activated.
5.The Nessie Player draws cards until they have a
maximum of 3 cards in their hand.
6. All offensive spells cast by the Nessie Player have a 100% chance to hit and deal
double that damage to the target player(s), unless otherwise stated on the card.

Winning:
The last player remaining in the game wins.
The conditions either:
● The Nessie player being the last player remaining after defeating the other
players (and/or other players defeating each other).
● The Nessie player being the last player eliminated by the last remaining non-
Nessie player.
Cards:
There are 5 different categories for cards in the game:
1. Blue Knowledge Cards = Must be played immediately when drawn and affect
all players.
● Dark Age - all players lose the cards in their hands.
● Enlightenment - all players move forwards 2 nodes.
● Persecution - all players move back a node, except the player on the
Nessie space.
● Forbidden Knowledge - all players draw a card (if they have more than 3
cards, discard one)
● Benevolence - heal all players outside of the Nessie by 2 HP.
● Mists of Fear - all players take 1 HP of damage (may draw a card and
cast a spell) (This card only comes into play when a player lands on the
Nessie space, permanent Nessie space spell card).
● Surge - all players draw cards until they have 3 in their hands.
2. Yellow Gameplay Cards
● Blood to be Paid - Sacrifice 2 HP, move all other players back to start.
(Player on Nessie space is immune)
● Pull - make the target player move back 3 spaces.
● Port - jump along your path to be next to another player’s equivalent
node.
● Deflect - use to direct incoming damage to another player instead. (Roll:
Even = Right Player; Odd = Left Player)
● Reflect - use to redirect the incoming damage back at the caster.
● Time Warp - the target player loses a turn.
● Foresight - look at the top five cards of the deck and rearrange them in
any way you see fit.
● Reverse - the target reverses the damage/effect of spells back to the
caster. (Does not work on blue cards)

3. Red Damage Cards


● Leech - absorb 1 HP from a player. (Even if it kills them)
● Fireball - does random damage to target player. (Must roll an even
number for the spell to work)
● Quake - cast at a target player for 2 HP, then damage the players to the
immediate left & right of the target for 1 HP.
○ Nessie Player - the spell gets powered up and damages all other
players for 2 HP.
● Jolt - the target player loses 1 HP.
● Jet Stream - the target player loses 1 HP and moves back 1 space.
4. Green Heal Cards
● Heal - roll dice for healing amount (always works; cannot heal beyond
original HP amount)
● Full Revive - If KO’d, present this card and replace all lost HP. (The
player does not lose next turn)
● Last Chance - if a spell will KO you, present this card and keep 1 HP.

5. Ultimate Black Cards = only 1 in the spell book.


● Grim Reaper - this is a unique card that can instant KO any player on the
board, even the Nessie Player. The player must roll a 1 for the card to be
activated. This spell cannot be blocked (Reflect, Deflect, Reverse) or
negated (Full Revive or Last Chance).

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