Magic Wands
Magic Wands Rulebook
Table of Contents
Table of Contents
Components
- 62 Wand cards
- 1 Surcharge card
- 1 Block card
- 3 Mythic Acquisition cards
- 1 Starting Player card
- 9 Help cards
- 3 rulebooks
Types of Wands
- Starting Wands
- Night Wands
- Awakening Wands
- Mythic Wands
Game Setup
Each magic practitioner begins with a handful of modest wands and far too much ambition.
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Each player receives 4 Starting Wands (1, 3, 5 and 7). These form their starting hand and are kept hidden.
(The four Starting Wands are Newborn Star, Ancient Spirit, Shimmering Stardust, and Elder Chronicles.)
If there are only 2 players, remove the cards marked with the 3+ symbol.
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Shuffle the Awakening Wands and Night Wands. Place 12 of them at random in a 4x3 grid, arranged from lowest to highest power, from left to right and from bottom to top.
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Place the Surcharge card on the second row and the Block card on the third row.
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Select 3 Mythic Wands: one with power 50, one with power 60, and one with power 120. The game includes 6 Mythic Wands, but only 3 are used in each game.
In your first game, we recommend using Undying Prayer (50), Dragon's Bane (60), and Genesis Arcana (120), but you may choose them freely or select them at random. Return the unused Mythic Wands to the box.
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Shuffle all remaining wands, including the 3 selected Mythic Wands, to form a face-down deck. Leave space next to it for a discard pile.
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Make a row with the three Mythic Acquisition cards face down.
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Choose a player at random and give them the Starting Player card.
Wand card
- Power
- Req.
- Type
- Effect
- Wand
- Copies
How to Play
The player with the Starting Player card begins the game. Take turns clockwise until the end of the game.
Each player takes their turn in three phases: Purchase, Pass Cards and Refresh.
Purchase
The finest wands in the market disappear quickly. Hesitate too long, and someone else will take the artifact you needed.
Choose one wand from the market and reveal cards from your hand to buy it, following both of these conditions:
- Use exactly the number of cards required.
- The total power of the cards used must be equal to or greater than the chosen wand.
Then add the selected wand to your hand.
If you buy a Mythic Wand, flip one Mythic Acquisition card. These cards show how many Mythic Wands are still available.
If you cannot buy a wand on your turn, you are eliminated from the game. Then perform Pass Cards with the cards in your hand.
Market Restrictions:
- Wands in this row cannot be bought.
- Wands in this row cost +2 power.
- Wands in this row can be bought without restrictions.
Pass Cards
In the arcane district, nothing is free. When a wand is acquired, the old ones end up in the hands of other practitioners... however bad an idea that may seem.
The player who made the purchase passes the cards they used to the player on their left.
The receiving player chooses one of those cards and either adds it to their hand or discards it.
Repeat this process clockwise until there are no cards left to pass. During this step, you may end up adding or discarding more than once.
MAX 8 — You have a hand limit of 8 cards. If you reach this limit, you cannot keep any more cards and must discard instead.
Refresh
The arcane market never stops. When a wand disappears from a stall, the merchant is already trying to sell another one with an even more exaggerated name.
Move the market cards downward to fill the empty space.
Then draw one card from the deck and place it in the empty space in the top row.
You may count the number of cards in the deck at any time.
End of the Game
When the market closes and the magical lights go out, it is time to discover who has accumulated the most power.
The end of the game can be triggered in two ways:
- When the third Mythic Wand is bought, or
- When the market cannot be refilled.
When either of these conditions is met, continue playing until the turn of the player sitting to the right of the player with the Starting Player card has ended.
At the end of the game, reveal your wands and add up their power, taking their scoring effects into account.
The player with the most power wins.
In case of a tie, the tied player with fewer wands wins. If the tie persists, the victory is shared.
Wand Effects
Each wand contains a different magical essence. Some increase your power, while others can alter the unfolding of events.
Starting Wands are simple, worn-out artifacts. They have no special effect beyond the small amount of magical power they still retain.
| Power | Wand | Effect |
|---|---|---|
| 5 | Rising Rebellion | At the end of the game, the total power of all your Rising Rebellion wands changes depending on how many copies you have. |
| 7 | Sacred Priesthood | If this wand is used to purchase, the purchase requirement can be adjusted by +/-1. This wand cannot be used to purchase another Sacred Priesthood. |
| 9 | Ethereal Black Spiral | This wand must be chosen last during the Pass Cards phase. |
| 11 | Veil of Reflections | If this wand is used to purchase, its Power can be replaced with a multiplier (x2) of the sum of the other wands used. Only one (x2) can be applied per purchase. |
| 14 | Swift Winds | When you use this wand, you may buy a wand from the third row with a +2 power surcharge, or a wand from the second row with no surcharge. |
| 16 | Iron Core | While this wand is in your hand, your hand limit increases to 10. Having more than one copy does not increase the capacity. |
| 24 |