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SETUP AND GENERAL RULES

1. Shuffle the deck.


2. Each wizard draws 5 cards. If you draw
an Event card, discard it and draw a new card.
3. Each wizard gets 10 .
You can drink mana potions at any point
in the game. Each potion grants 3 .
Defeat all other wizards to win!

DURING YOUR TURN


1. Draw cards up to your hand limit (normally 5).
If you draw an Event card, play it immediately
and draw a new card.
2. Perform any number of these actions
in any order, each as many times as you
want:
• Play a card.
• Exchange cards from your hand for new
ones from the deck (first one costs 1 ,
second – 2 , and so on).
• Discard any number of cards.
3. Announce your turn's end.
SETUP AND GENERAL RULES
1. Shuffle the deck.
2. Each wizard draws 5 cards. If you draw
an Event card, discard it and draw a new card.
3. Each wizard gets 10 .
You can drink mana potions at any point
in the game. Each potion grants 3 .
Defeat all other wizards to win!

DURING YOUR TURN


1. Draw cards up to your hand limit (normally 5).
If you draw an Event card, play it immediately
and draw a new card.
2. Perform any number of these actions
in any order, each as many times as you
want:
• Play a card.
• Exchange cards from your hand for new
ones from the deck (first one costs 1 ,
second – 2 , and so on).
• Discard any number of cards.
3. Announce your turn's end.
SETUP AND GENERAL RULES
1. Shuffle the deck.
2. Each wizard draws 5 cards. If you draw
an Event card, discard it and draw a new card.
3. Each wizard gets 10 .
You can drink mana potions at any point
in the game. Each potion grants 3 .
Defeat all other wizards to win!

DURING YOUR TURN


1. Draw cards up to your hand limit (normally 5).
If you draw an Event card, play it immediately
and draw a new card.
2. Perform any number of these actions
in any order, each as many times as you
want:
• Play a card.
• Exchange cards from your hand for new
ones from the deck (first one costs 1 ,
second – 2 , and so on).
• Discard any number of cards.
3. Announce your turn's end.
SETUP AND GENERAL RULES
1. Shuffle the deck.
2. Each wizard draws 5 cards. If you draw
an Event card, discard it and draw a new card.
3. Each wizard gets 10 .
You can drink mana potions at any point
in the game. Each potion grants 3 .
Defeat all other wizards to win!

DURING YOUR TURN


1. Draw cards up to your hand limit (normally 5).
If you draw an Event card, play it immediately
and draw a new card.
2. Perform any number of these actions
in any order, each as many times as you
want:
• Play a card.
• Exchange cards from your hand for new
ones from the deck (first one costs 1 ,
second – 2 , and so on).
• Discard any number of cards.
3. Announce your turn's end.
SETUP AND GENERAL RULES
1. Shuffle the deck.
2. Each wizard draws 5 cards. If you draw
an Event card, discard it and draw a new card.
3. Each wizard gets 10 .
You can drink mana potions at any point
in the game. Each potion grants 3 .
Defeat all other wizards to win!

DURING YOUR TURN


1. Draw cards up to your hand limit (normally 5).
If you draw an Event card, play it immediately
and draw a new card.
2. Perform any number of these actions
in any order, each as many times as you
want:
• Play a card.
• Exchange cards from your hand for new
ones from the deck (first one costs 1 ,
second – 2 , and so on).
• Discard any number of cards.
3. Announce your turn's end.
SETUP AND GENERAL RULES
1. Shuffle the deck.
2. Each wizard draws 5 cards. If you draw
an Event card, discard it and draw a new card.
3. Each wizard gets 10 .
You can drink mana potions at any point
in the game. Each potion grants 3 .
Defeat all other wizards to win!

DURING YOUR TURN


1. Draw cards up to your hand limit (normally 5).
If you draw an Event card, play it immediately
and draw a new card.
2. Perform any number of these actions
in any order, each as many times as you
want:
• Play a card.
• Exchange cards from your hand for new
ones from the deck (first one costs 1 ,
second – 2 , and so on).
• Discard any number of cards.
3. Announce your turn's end.
FIRE ARROW
Ignis Sagitta

The target loses 1 .


FIRE ARROW
Ignis Sagitta

The target loses 1 .


FIRE ARROW
Ignis Sagitta

The target loses 1 .


FIRE ARROW
Ignis Sagitta

The target loses 1 .


FIRE ARROW
Ignis Sagitta

The target loses 1 .


FIRE ARROW
Ignis Sagitta

The target loses 1 .


FIRE ARROW
Ignis Sagitta

The target loses 1 .


FIRE ARROW
Ignis Sagitta

The target loses 1 .


FIREBALL
Globus Ignea

The target loses 2 .


FIREBALL
Globus Ignea

The target loses 2 .


FIREBALL
Globus Ignea

The target loses 2 .


FIREBALL
Globus Ignea

The target loses 2 .


FIREBALL
Globus Ignea

The target loses 2 .


FIREBALL
Globus Ignea

The target loses 2 .


METEOR SHOWER
Pandemonium Meteorum

The target loses 2 .


All wizards sitting next to the target lose 1 .
METEOR SHOWER
Pandemonium Meteorum

The target loses 2 .


All wizards sitting next to the target lose 1 .
METEOR SHOWER
Pandemonium Meteorum

The target loses 2 .


All wizards sitting next to the target lose 1 .
ARMAGEDDON
Finem Ignea Semper

All wizards (including the caster) lose 3 .


MANAIgneIMPLOSION
Doloris

The target loses 2 and 2 .


MANAIgneIMPLOSION
Doloris

The target loses 2 and 2 .


ICE BOLT
Frigus Proiectum

The target loses 1 and must discard 1 card


from their hand.
ICE BOLT
Frigus Proiectum

The target loses 1 and must discard 1 card


from their hand.
ICE BOLT
Frigus Proiectum

The target loses 1 and must discard 1 card


from their hand.
ICE BOLT
Frigus Proiectum

The target loses 1 and must discard 1 card


from their hand.
ICE BOLT
Frigus Proiectum

The target loses 1 and must discard 1 card


from their hand.
ICE BOLT
Frigus Proiectum

The target loses 1 and must discard 1 card


from their hand.
BLIZZARD
Nix Tempestas

The target and all wizards sitting next to


the target lose 1 .
All affected wizards must discard 1 card
from their hand.
BLIZZARD
Nix Tempestas

The target and all wizards sitting next to


the target lose 1 .
All affected wizards must discard 1 card
from their hand.
BLIZZARD
Nix Tempestas

The target and all wizards sitting next to


the target lose 1 .
All affected wizards must discard 1 card
from their hand.
ICE Glacies
BOOMERANG
Hastilum

The target loses 3 ; the caster loses 1 .


ICE Glacies
BOOMERANG
Hastilum

The target loses 3 ; the caster loses 1 .


ICE Glacies
BOOMERANG
Hastilum

The target loses 3 ; the caster loses 1 .


VAMPIRIC TOUCH
Lamia Vita Furtum

The target loses 2 ; the caster gains 1 .


VAMPIRIC TOUCH
Lamia Vita Furtum

The target loses 2 ; the caster gains 1 .


VAMPIRIC TOUCH
Lamia Vita Furtum

The target loses 2 ; the caster gains 1 .


VAMPIRIC TOUCH
Lamia Vita Furtum

The target loses 2 ; the caster gains 1 .


VAMPIRIC TOUCH
Lamia Vita Furtum

The target loses 2 ; the caster gains 1 .


FREEZE
Nix Carcere

The target loses their next turn.


FREEZE
Nix Carcere

The target loses their next turn.


ICY GRASP
Duratus Supellectilem

The target loses 2 and you can steal a random


card from their hand.
ICY GRASP
Duratus Supellectilem

The target loses 2 and you can steal a random


card from their hand.
LIGHTNING
Curva Electrica

The target loses 2 .


The target may use another Lightning card
in order to increase the damage of the spell
by 1 and redirect it to another wizard.
LIGHTNING
Curva Electrica

The target loses 2 .


The target may use another Lightning card
in order to increase the damage of the spell
by 1 and redirect it to another wizard.
LIGHTNING
Curva Electrica

The target loses 2 .


The target may use another Lightning card
in order to increase the damage of the spell
by 1 and redirect it to another wizard.
LIGHTNING
Curva Electrica

The target loses 2 .


The target may use another Lightning card
in order to increase the damage of the spell
by 1 and redirect it to another wizard.
LIGHTNING
Curva Electrica

The target loses 2 .


The target may use another Lightning card
in order to increase the damage of the spell
by 1 and redirect it to another wizard.
LIGHTNING
Curva Electrica

The target loses 2 .


The target may use another Lightning card
in order to increase the damage of the spell
by 1 and redirect it to another wizard.
LIGHTNING
Curva Electrica

The target loses 2 .


The target may use another Lightning card
in order to increase the damage of the spell
by 1 and redirect it to another wizard.
LIGHTNING
Curva Electrica

The target loses 2 .


The target may use another Lightning card
in order to increase the damage of the spell
by 1 and redirect it to another wizard.
LIGHTNING
Curva Electrica

The target loses 2 .


The target may use another Lightning card
in order to increase the damage of the spell
by 1 and redirect it to another wizard.
LIGHTNING
Curva Electrica

The target loses 2 .


The target may use another Lightning card
in order to increase the damage of the spell
by 1 and redirect it to another wizard.
ELECTRIC EXPLOSION
Magnum Crepitus Electrica

All wizards except the caster lose 2 .


ELECTRIC EXPLOSION
Magnum Crepitus Electrica

All wizards except the caster lose 2 .


ELECTRIC EXPLOSION
Magnum Crepitus Electrica

All wizards except the caster lose 2 .


BLINDING FLASH
Lucidus Ardeo

The target loses 2 .


The target cannot cast offensive spells during
their next turn.
BLINDING FLASH
Lucidus Ardeo

The target loses 2 .


The target cannot cast offensive spells during
their next turn.
ELECTRIC ARC
Arcus Tonitrui

Two selected targets lose 1 .


ELECTRIC ARC
Arcus Tonitrui

Two selected targets lose 1 .


ELECTRIC ARC
Arcus Tonitrui

Two selected targets lose 1 .


ELECTRIC ARC
Arcus Tonitrui

Two selected targets lose 1 .


ELECTRIC ARC
Arcus Tonitrui

Two selected targets lose 1 .


PARALYSING TOUCH
Stillabunt Stercore

The target loses 2 and must discard 2 cards


from their hand.
PARALYSING TOUCH
Stillabunt Stercore

The target loses 2 and must discard 2 cards


from their hand.
MAGIC SHIELD
Lux Clypeus

Prevents 2 points of spell damage.

Defensive card – you can use it anytime, on any wizard.


MAGIC SHIELD
Lux Clypeus

Prevents 2 points of spell damage.

Defensive card – you can use it anytime, on any wizard.


MAGIC SHIELD
Lux Clypeus

Prevents 2 points of spell damage.

Defensive card – you can use it anytime, on any wizard.


MAGIC SHIELD
Lux Clypeus

Prevents 2 points of spell damage.

Defensive card – you can use it anytime, on any wizard.


MAGIC SHIELD
Lux Clypeus

Prevents 2 points of spell damage.

Defensive card – you can use it anytime, on any wizard.


MAGIC SHIELD
Lux Clypeus

Prevents 2 points of spell damage.

Defensive card – you can use it anytime, on any wizard.


MAGIC SHIELD
Lux Clypeus

Prevents 2 points of spell damage.

Defensive card – you can use it anytime, on any wizard.


MAGIC SHIELD
Lux Clypeus

Prevents 2 points of spell damage.

Defensive card – you can use it anytime, on any wizard.


MAGIC SHIELD
Lux Clypeus

Prevents 2 points of spell damage.

Defensive card – you can use it anytime, on any wizard.


MAGIC SHIELD
Lux Clypeus

Prevents 2 points of spell damage.

Defensive card – you can use it anytime, on any wizard.


MAGIC SHIELD
Lux Clypeus

Prevents 2 points of spell damage.

Defensive card – you can use it anytime, on any wizard.


MIRROR SHIELD
Speculum Clypeus

Redirects up to 2 points of spell damage


towards any wizard.

Defensive card – you can use it anytime, on any wizard.


MIRROR SHIELD
Speculum Clypeus

Redirects up to 2 points of spell damage


towards any wizard.

Defensive card – you can use it anytime, on any wizard.


MIRROR SHIELD
Speculum Clypeus

Redirects up to 2 points of spell damage


towards any wizard.

Defensive card – you can use it anytime, on any wizard.


MIRROR SHIELD
Speculum Clypeus

Redirects up to 2 points of spell damage


towards any wizard.

Defensive card – you can use it anytime, on any wizard.


MIRROR SHIELD
Speculum Clypeus

Redirects up to 2 points of spell damage


towards any wizard.

Defensive card – you can use it anytime, on any wizard.


FROZEN BUNNY
Prevents all damage from a selected spell.

Defensive card – you can use it anytime, on any wizard.


LAST WISH
Supremum Exitum

If the damage from an opponent’s spell kills


you, you cause the same amount of damage to
the attacker before losing your health points.
You still die afterwards.

Defensive card – you can use it anytime.


MAGIC CAPTURE
Sum Malus Furem

Steal a card from the top of the discard pile.

Defensive card – you can use it anytime.


MAGIC CAPTURE
Sum Malus Furem

Steal a card from the top of the discard pile.

Defensive card – you can use it anytime.


MAGIC CAPTURE
Sum Malus Furem

Steal a card from the top of the discard pile.

Defensive card – you can use it anytime.


ANNIHILATION
Postremus Eversio

Discard any card in the game (including a spell


cast by an opponent) to the discard pile.

Defensive card – you can use it anytime.


ANNIHILATION
Postremus Eversio

Discard any card in the game (including a spell


cast by an opponent) to the discard pile.

Defensive card – you can use it anytime.


HEAL
Magis Salutem

The target gains 1 .


HEAL
Magis Salutem

The target gains 1 .


HEAL
Magis Salutem

The target gains 1 .


HEAL
Magis Salutem

The target gains 1 .


HEAL
Magis Salutem

The target gains 1 .


HEAL
Magis Salutem

The target gains 1 .


HEAL
Magis Salutem

The target gains 1 .


HEAL
Magis Salutem

The target gains 1 .


HEAL
Magis Salutem

The target gains 1 .


HEAL
Magis Salutem

The target gains 1 .


GREATER HEAL
Sanus Maximum

The target gains 2 .


GREATER HEAL
Sanus Maximum

The target gains 2 .


GREATER HEAL
Sanus Maximum

The target gains 2 .


GREATER HEAL
Sanus Maximum

The target gains 2 .


BOOKVertoEXCHANGE
Voluminus

Exchange your hand with the hand of a selected


wizard.
BOOKVertoEXCHANGE
Voluminus

Exchange your hand with the hand of a selected


wizard.
MAGIC HAND
Volumen Furtum

Look at the cards in selected wizard’s hand


and steal one of them for yourself.
MAGIC HAND
Volumen Furtum

Look at the cards in selected wizard’s hand


and steal one of them for yourself.
FORCE FIELD
Viribus Defensionem

The target cannot be affected by spells until


your next turn.
FORCE FIELD
Viribus Defensionem

The target cannot be affected by spells until


your next turn.
FORCE FIELD
Viribus Defensionem

The target cannot be affected by spells until


your next turn.
POTENT ELIXIR
Fortis Suci

Doubles provided by your next mana


potion.
POTENT ELIXIR
Fortis Suci

Doubles provided by your next mana


potion.
POTENT ELIXIR
Fortis Suci

Doubles provided by your next mana


potion.
POTENT ELIXIR
Fortis Suci

Doubles provided by your next mana


potion.
SPACE SHIFT
Volumen Satiata

Discard all cards from your hand and draw


a full hand again.
SPACE SHIFT
Volumen Satiata

Discard all cards from your hand and draw


a full hand again.
CURSE OF RULES
A Szabályok Atok

Place this card in front of yourself and


establish a rule, for example: “no swearing.“
From now on, any wizard who breaks the rule
loses 1 .
The curse works on the caster as well.
The rule cannot contradict the game rules.
CURSE OF RULES
A Szabályok Atok

Place this card in front of yourself and


establish a rule, for example: “no swearing.“
From now on, any wizard who breaks the rule
loses 1 .
The curse works on the caster as well.
The rule cannot contradict the game rules.
CURSE OF RULES
A Szabályok Atok

Place this card in front of yourself and


establish a rule, for example: “no swearing.“
From now on, any wizard who breaks the rule
loses 1 .
The curse works on the caster as well.
The rule cannot contradict the game rules.
CURSEMamája
OF Olyan
THEBüdös
ELDER
All wizards older than the caster lose 3 .
CURSE Menj
OF Vissza
THEKozóba
YOUNGER
All wizards younger than the caster lose 3 .
CURSE OF VIGOUR
Ragaszkodom Segged Tűt

All wizards with at least as many as the caster


lose 3 .
CURSE OF EVEN
Húsz Kecske Enni

All wizards who were born in an even month


lose 3 .
CURSE OF ODD
Tizenhárom Hálószoba

All wizards who were born in an odd month


lose 3 .
FIREPROOF
Artifact
TIARA
While equipped, fire spells deal 1 less damage
to you.

Place this card in front of yourself to equip it.


PADDED BOOTS
Artifact

While equipped, ice spells deal 1 less damage


to you.

Place this card in front of yourself to equip it.


FARADAY'S
Artifact
CLOAK
While equipped, electricity spells deal 1 less
damage to you.

Place this card in front of yourself to equip it.


WILD FIRE
Artifact

While equipped, your fire spells deal 1 additional


damage.

Place this card in front of yourself to equip it.


DRAGON GLASS
Artifact

While equipped, your ice spells deal 1 additional


damage.

Place this card in front of yourself to equip it.


TESLA COIL
Artifact

While equipped, your electricity spells deal


1 additional damage.

Place this card in front of yourself to equip it.


SPELLBOOK
Artifact

While equipped, your hand size limit increases


by 1 card.
You cannot have more than one Spellbook.

Place this card in front of yourself to equip it.


SPELLBOOK
Artifact

While equipped, your hand size limit increases


by 1 card.
You cannot have more than one Spellbook.

Place this card in front of yourself to equip it.


SPELLBOOK
Artifact

While equipped, your hand size limit increases


by 1 card.
You cannot have more than one Spellbook.

Place this card in front of yourself to equip it.


MAGIC CAP
Artifact

While equipped, you can discard the Cap


to avoid losing any amount of or once.

Place this card in front of yourself to equip it.


MAGIC CAP
Artifact

While equipped, you can discard the Cap


to avoid losing any amount of or once.

Place this card in front of yourself to equip it.


MAGIC CAP
Artifact

While equipped, you can discard the Cap


to avoid losing any amount of or once.

Place this card in front of yourself to equip it.


RUNICArtifact
ARMOR
While equipped, grants invulnerability to curses.

Place this card in front of yourself to equip it.


SCROLL OF ELEMENTS
Artifact

While equipped, you can use the Scroll of


Elements anytime as a replacement for any
card required by any other card.
Discard this card after use.

Place this card in front of yourself to equip it.


SCROLL OF ELEMENTS
Artifact

While equipped, you can use the Scroll of


Elements anytime as a replacement for any
card required by any other card.
Discard this card after use.

Place this card in front of yourself to equip it.


SCROLL OF ELEMENTS
Artifact

While equipped, you can use the Scroll of


Elements anytime as a replacement for any
card required by any other card.
Discard this card after use.

Place this card in front of yourself to equip it.


SCROLL OF ELEMENTS
Artifact

While equipped, you can use the Scroll of


Elements anytime as a replacement for any
card required by any other card.
Discard this card after use.

Place this card in front of yourself to equip it.


SCROLL OF ELEMENTS
Artifact

While equipped, you can use the Scroll of


Elements anytime as a replacement for any
card required by any other card.
Discard this card after use.

Place this card in front of yourself to equip it.


SCROLL OF ELEMENTS
Artifact

While equipped, you can use the Scroll of


Elements anytime as a replacement for any
card required by any other card.
Discard this card after use.

Place this card in front of yourself to equip it.


SCROLL OF ELEMENTS
Artifact

While equipped, you can use the Scroll of


Elements anytime as a replacement for any
card required by any other card.
Discard this card after use.

Place this card in front of yourself to equip it.


TRANSFORMATION
Artifact
GLOVE
While equipped, you can discard 1 card from
your hand and draw a new one once per turn.

Place this card in front of yourself to equip it.


TWARDOWSKY'S
Artifact
MIRROR
While equipped, you can peek at the top card
from the draw pile once per turn.

Place this card in front of yourself to equip it.


VISIT OF THE
Event
ARCHMAGE
All wizards lose 2 unless they immediately
drink a mana potion.

Play immediately after drawing, then draw a new card.


NOT ENOUGH
Event
MANA
Until the next event is drawn, all damage also
forces victims to lose the same amount of .

Play immediately after drawing, then draw a new card.


SHOTEvent
GLASS
Until the next event is drawn, drinking a mana
potion provides 1 less.

Play immediately after drawing, then draw a new card.


FIREEvent
STORM
Until the next event is drawn, fire spells cost
1 more and deal 1 more damage.

Play immediately after drawing, then draw a new card.


ICE Event
STORM
Until the next event is drawn, ice spells cost
1 more and deal 1 more damage.

Play immediately after drawing, then draw a new card.


LIGHTNING
Event
STORM
Until the next event is drawn, electricity spells
cost 1 more and deal 1 more damage.

Play immediately after drawing, then draw a new card.


MANAEventFOCUS
Until the next event is drawn, you can ignore
received damage and instead lose the same
amount of .

Play immediately after drawing, then draw a new card.


DISRUPTED GRAVITY
Event

Until the next event is drawn, each wizard's


hand size limit increases by 1 card.

Play immediately after drawing, then draw a new card.


BLESSING
Event

All wizards gain 2 .

Play immediately after drawing, then draw a new card.


WARP DISCHARGE
Event

The wizard with the lowest amount of


loses 1 . Other wizards gain 1 .

Play immediately after drawing, then draw a new card.


ELIXIR TRANSMUTATION
Event

All wizards can gain any amount of by


spending 2 for each.

Play immediately after drawing, then draw a new card.

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