Wizard Dice Basic

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    Wizard DiceIntroduction

    Welcome to Wizard Dice an ancient duel between wizards, who, by casting arcane runes, attempt to sendtheir opponent(s) to the fiery abyss.

    Players take on the role of a wizard who has 20 Hit Points (or 10 Hit Points for a shorter game!), representedeither by boxes drawn on paper, which can be 'crossed' in pencil when damage is taken, or by using a suitablesided dice (10-sided or 20-sided).

    Gameplay

    Each round, players roll six 6-sided dice simultaneously, may then set aside any number of these and re-roll therest... finally they may set aside any from ALL the dice and re-roll the rest again... all dice must be kept after thisthird roll.Next the Players choose spells to use, from the list, allocating appropriate dice for each spell. Dice that cannotbe used for a spell are wasted. This can be done behind a screen, so that the other wizards are unaware ofexactly what spells are being prepared.Finally the players resolve the outcome of all spells cast... in the following order:

    1) Counter Spells any spells that affect if/how other spells are cast happen first. These happen in order ofcomplexity (i.e. how many dice are used) from the most complex to the least.

    2) Summon Spells... spells that bring the caster an ally happen second. These are simultaneous.3) Healing Spells... any spells that heal damage happen next. Note - A wizard may not go higher than 1 above

    his starting health due to healing. Healing is also simultaneous.4) Ally Damage... any allies that are still alive now deal damage to their opponents.5) Attack Spells... any spells that cause damage to a wizard or ally happen next and are simultaneous, so even if

    a wizard is killed by taking damage this round, he may still deal any damage he was doing. And if a dyingwizard also kills his opponent, the duel is a tie.

    Counter Spells

    The counter spells can be a little tricky to get used to, and can have some interesting interactions, so here aresome detailed notes on those spells.

    SHIELD - The SHIELD spell is used to protect a wizard from the attacks of his opponents allies, and also hasthe benefit of reducing attack spell damage by 1. As such you will generally only cast SHIELD on yourself,though you could cast it on an ally solely to reduce damage to it from attack spells by 1.

    COUNTERSPELL - When casting a COUNTERSPELL, you must choose your target to be the target of the spellyou wish to counter. In most cases, this will be yourself in order to counter an attack spell cast at you, but neednot be. You can cast COUNTERSPELL at an ally to protect it from damage spells, or you can target youropponent in order to counter a summon or healing spell. If you cast COUNTERSPELL on yourself, it also actslike a SHIELD and reduces ally damage by the amount on the extra dice.

    MAGIC SHELL - A MAGIC SHELL is exactly the same as a SHIELD spell, however it's effects last for the currentround and for the following round. So it is a good way of protecting yourself from your opponents allies while youtry to deal some serious damage. When casting MAGIC SHELL, treat the target as having cast SHIELD thisround, and also having a free SHIELD next round.

    MAGIC MIRROR - When you cast MAGIC MIRROR you need to choose the target of the mirror... often this willbe yourself, but need not be. During the round in which the mirror is active, any spells cast at the mirror targetwill be reflected... so any attack spells will be reflected against their original caster. However it is also possible toreflect healing and summon spells. For example if your opponent is casting SUMMON OGRE, and you castMAGIC MIRROR and target your opponent. The Summon will reflect off the Mirror and the Ogre will becomeyours instead. Likewise for a healing spell.

    PARALYSIS Generally, paralysis is considered an attack spell, however when it is cast at an ally, it is treatedas a Counter Spell and prevents the target ally from dealing damage this round.

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    Wizard DiceList of Basic Spells

    MAGIC MISSILES (A)Up to two 6s can be used to deal 1 damage each, split between up to 2 targets.

    POISON ARROW (A)Use up to three 1s to deal 1 damage each, to a single target. If you deal the full 3 damage, then the target takes1 additional damage at the end of the following round.

    CAUSE WOUNDS (A)Use 5 dice making up a Full House (3 of a Kind + Pair) to deal 3 points of damage to a single target.

    PARALYSIS (A/C)Use 3 of a kind to reduce your opponents dice by 1 next round. If cast at an ally, it does not attack this round.

    LIGHTNING BOLT (A)Use 4 of a kind to deal 4 damage split between up to 2 targets.

    FIREBALL (A)Use 5 of a kind to deal 6 damage to a single target.

    FINGER OF DEATH (A)Use 6 of a kind to instantly kill your opponent.

    CURE LIGHT WOUNDS (H)Use a straight of 4 dice to heal up to 2 points of damage from a single target (maximum health applies).

    CURE HEAVY WOUNDS (H)Use a straight of 5 dice to heal up to 4 points of damage from a single target (maximum health applies).

    SHIELD (C)Use a pair plus any 1 dice to reduce damage from all opponents allies by the amount on the 3rd dice ANDreduce damage from your opponents spells by 1

    COUNTERSPELL (C)Use a straight of 3 plus any 1 dice to counter a single spell cast at the target this round (including FOD). If thecaster targets himself with Counterspell, ally damage dealt to him is reduced by the amount on the 4th dice, in asimilar way to that of the SHIELD spell.

    MAGIC SHELL (C)Use a straight of 3 plus any pair to cast a protective magic shell. This acts exactly like SHIELD and lasts for thisround and the next.

    MAGIC MIRROR (C)Use a pair and a straight of 4 to reflect all spells targeting you this turn. They instead affect the original caster.This will also instantly kill your opponent IF he cast FOD this round.

    SUMMON OGRE (S)

    Use 2 pair to summon an ogre as an ally to attack your opponent. (see special rules for allies)

    SUMMON TROLL (S)Use 3 pair to summon a troll as an ally to attack your opponent. (see special rules for allies)

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    Wizard DiceExample of Play

    Round 1

    Drew - Health 10Roll - 1 3 3 4 4 6

    Spells:Summon Ogre - 3344Magic Missile - 6

    Poison Arrow - 1

    Rick - Health 10Roll - 1 1 1 2 3 4

    Spells:Cure Light Wounds - 1234Poison Arrow - 11

    1) Counter Spells - no counter spells cast.2) Summon Spells - Drew casts an Ogre, which appears with 2 health.3) Healing - Rick casts Cure Light Wounds and gains up to 2 health. (putting him on his maximum of 11)4) Ally damage - Drews Ogre deals 2 points of damage to Rick.5) Attack Spells Drew deals 2 damage with his Missile and Arrow. Rick deals 2 damage with his Arrow.

    Round 2

    Drew - Health 8Ogre - Health 2Roll - 1 1 5 6 6 (1 dice used for ogre)

    Spells:Magic Missile - 66Poison Arrow - 11

    Rick - Health 7Roll - 1 1 2 3 4 4

    Spells:Counterspell - 123+4Poison Arrow - 1

    1) Counter Spells - Rick casts Counterspell at himself.2) Summon Spells - No new Allies are summoned.3) Healing Spells - No healing spells cast this round.4) Ally damage - Drews Ogre attacks for 2 but this is prevented by Ricks Counterspell.5) Attack Spells - Drew deals 2 with missiles. Ricks Counterspell stops the Arrow. Rick deals 1 with his Arrow.

    Round 3

    Drew - Health 7Ogre - Health 2Roll - 2 2 2 6 6 (1 dice for ogre)

    Spells:

    Cause Wounds 2 2 2 6 6

    Rick - Health 5Roll - 3 3 3 4 4 5

    Spells:Shield - 44+5

    Paralysis - 333

    1) Counter Spells - Rick casts Shield.2) Summon Spells - No new Allies are summoned.3) Healing Spells - no healing spells cast this round.4) Ally damage - Drews Ogre attacks for 2 but is prevented by Ricks Shield.5) Attack Spells - Drew deals 3 points of damage with his Cause Wounds, but Ricks Shield reduces this to 2.

    Round 4

    Drew - Health 7Ogre - Health 2Roll 1166 (1 dice for ogre. 1 for paralysis)

    Spells:Summon Ogre 1166

    Rick - Health 3Roll 444411

    Spells:Lightning - 4444Poison Arrow - 11

    1) Counter Spells No Counter Spells cast this round.2) Summon Spells Drew summons a second ogre with 2 health.3) Healing Spells - no healing spells cast this round.4) Ally damage - Drews Ogres attack for 2 points each dealing. This kills Rick.5) Attack Spells Rick does not get to cast his lightning or Poison Arrow as he is already dead.

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