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Magicka Mayhem: The Card Game

Magicka Mayhem: The Card Game Rulebook

Table of Contents

Table of Contents

  • Card Anatomy
    • Element Cards
    • Element 'Wild' Cards
    • Mayhem Cards
    • Spell Cards
    • Summoning Elemental Creatures
    • Protective Shield Barriers
  • Game Setup
  • Basics / How to Win
    • Basic Magicka Mayhem Rules
    • Winning and (gasp!) Losing
  • How to Play
  • Spellmageddon Gameplay
  • Spell vs. Spell Gameplay
    • Spell / CounterSpell
    • Counter Spell ('opposing' Element Snap Spell)
    • Disrupt Spell ('like' Element Snap Spell)
    • Reflect Spell (opposing Snap Spell + Shield)
  • Snap Spell Quick Reference
    • Snap Spell Quick Reference (back)
  • Spell vs. Spell Gameplay (continued)
    • Which Spells Can Be Countered, Disrupted or Reflected
    • Mayhem Cards and Countered, Reflected or Disrupted Spells
    • Summary of Snap Spell Interactions
  • Helpful Info
  • Helpful Info (cont.)
  • Definitions

Card Anatomy

Element Cards

The 'ingredients' needed to Cast a Spell.

  • Single Element cards are worth one (1) or two (2) Elements of one type, for example a Lightning card is worth One (1) Lightning Element and a Raging Fire card is worth Two (2) Fire Elements. Note: these cannot be split between multiple Spells.
  • 'Combo' Element cards show two Elements and are worth One (1) of either Element shown. Choose ONE Element above, for example a Fire / Cold card is worth One (1) Fire or One (1) Cold Element.
  • Combo cards worth two are worth Two (2) of either Element shown, for example a Limitless Lightning / Epic Earth card is worth Two (2) Lightning or Two (2) Earth Elements. Note: these cannot be split between multiple Spells.

Element 'Wild' Cards

  • The Blended Element card works like a traditional 'wild' card. Choose any one of the six Elements listed on the Blended Element card to use in your next Spell.

Mayhem Cards

  • Mayhem cards can cause a Spell to blow up in your face, save your bum from disaster or make you pee your pants with laughter.
  • After each Spell there is a chance that the Spell will be 'Mayhemified'.
  • Follow the instructions on the Mayhem card. For example, the Mayhem card "Gonna Need a Bigger... STAFF!" reads: "If Spell is Cast at opponent(s) then it causes Double Effect to ALL opponents. Caster is Frozen for 1 Turn while Wizard changes into clean underpants." (Creators of Magicka Mayhem are not responsible for damage caused by peeing.)

Spell Cards

The 'recipes' needed to Cast a Spell.

  • Element Cost: Combine the listed Elements to Cast the Spell. For example, the Fire Bolt Spell needs two (2) Fire Elements and one (1) Lightning Element.
  • Spell Damage: This is the amount of Damage inflicted upon your unsuspecting Wizard adversary.
  • Additional Spell Effects: Some Spells carry extra effects, shown on the card. For example, Fire Bolt "Causes 4 Damage if Cast in the same Turn as another Spell with 2 or more Fire Elements. Also, Causes Double Damage to Wet or Frozen Targets."

DO NOT 'Over Cook' the Magicka! Any 'excess' Elements are lost. They cannot be recovered or used in another Spell.

Example: Fire Bolt could be Cast using one (1) Raging Fire Element card (worth 2 Fire) and one (1) Limitless Lightning Element card (worth 2 Lightning). However, one of the Lightning Elements is unnecessary and, therefore, will vanish into the Ether once the Spell is Cast.

Summoning Elemental Creatures

Summoning your new best friend!

  • Element Cost: Combine the listed Elements to Summon an Elemental Creature.
  • Creature Attack: The amount of Damage it will inflict on anyone dumb enough to get in its way.
  • Additional Spell Effects: Make your Wizardly foes tremble at the sight of your new friend. For example, Summon Frigid Elemental "gains +1 Health for each additional Fire Element used in Cast", is WEAK to Fire and Lightning, is IMMUNE to Cold, and FREEZES ALL Opponents for 1 Turn when destroyed.
  • Creature Health: The Creature will 'expire' when Health reaches ZERO.

Creatures have a starting Health & Attack. Some can be UPGRADED with more Health & Attack AT THE TIME OF THEIR INITIAL CASTING. They can also be Healed in the same way that Wizards are.

When IMMUNE, a Creature CANNOT be Damaged by Spells containing two (2) or more of the Elements that it is 'Immune' to.

When WEAK, a Creature will suffer Double Damage from Spells containing two (2) or more of the Elements that it is 'Weak' to.

Watch out! Summoned Creatures DO NOT expire when their Summoning Wizard perishes!!!

Protective Shield Barriers

  • Element Cost: Combine two (2) Shield Elements to create a protective Barrier with 2 strength. Each additional Shield Element consumed during INITIAL CASTING adds +1 Barrier strength.
  • Spell Protection: The Shield Barrier prevents Damage equal to its 'strength' (e.g., a Barrier with a 2 strength will 'absorb' 2 points of Damage before collapsing).

Any Spell Damage that 'exceeds' the strength of the Shield Barrier is passed onto the Target.

Example: A Shield Barrier with strength of 2 will absorb 2 points of Damage from a Spell that deals 3 Damage. The 'excess' Damage (in this case 1 Damage) is passed onto the Target causing 1 Damage. The Barrier is destroyed in the process.

A Shield Barrier can be used to protect ANY Wizard or ANY Summoned Creature in the game.

A Target protected with a Shield Barrier CANNOT be Healed, Frozen, Zapped, 'dried' or made 'wet'.

Barriers can be 'repaired'. 1 Shield Element repairs 1 Damage point up to INITIAL CASTING maximum.

Game Setup

  1. Separate cards into an Element deck, Spell deck and Mayhem Card deck.
  2. Shuffle each deck individually.
  3. Deal five (5) Element cards and three (3) Spell cards to each Wizard.
  4. Place remaining card decks face-down on play surface.
  5. OPTIONAL: Freak the other Wizards out by laughing gleefully while making uncomfortably direct eye contact.

Basics / How to Win

Basic Magicka Mayhem Rules

  • Maximum Hand Size of 10 cards. Discard excess cards at END of Turn.
  • Wizards start with 20 points of 'Health'.
  • 'Damage' reduces Health.
  • 'Healing' increases Health.
  • Gameplay proceeds clockwise.

Winning and (gasp!) Losing

A Wizard's game is over when Health reaches ZERO. A Wizard with ZERO Health CANNOT be Healed or Revived or Resurrected. Dead... is... DEAD!

However, a Wizard that Summons an Elemental Creature continues to control it until it is defeated (even if the Summoning Wizard is dead!).

Power Wizard Tip: This is an ESPECIALLY satisfying (to you!) and humiliating (to your foes!) way to win!

Gameplay proceeds until one Wizard (or its Creature!) remains standing.

How to Play

Multiple Ways to Play:

  1. Spellmageddon Gameplay Rules: Simple, straightforward way to play. Easy to learn. Recommended for new Players and younger Wizards.
  2. Spell vs. Spell Gameplay Rules: Deeper, more strategic way to play. Recommended for veteran Players and Wizards looking for a challenge.
  3. Maximum Mayhem: Gameplay option that works with all gameplay modes. Typically, every Spell must pass 'Mayhem Muster' by flipping a coin. If it 'passes' then the Spell continues as Cast. If it does not then it gets Mayhemified (prompting a Mayhem card draw).

Using the Maximum Mayhem gameplay option, EVERY Spell is Mayhemified!!! Not for the faint of heart!

Spellmageddon Gameplay

Simple, straightforward gameplay.

Step 0: Follow 'Game Setup' Instructions.

Step 1: Draw Cards. At the beginning of each Turn, Wizard draws two (2) Element cards and one (1) Spell card.

Step 2 (optional): Exchange Cards. Wizard can choose to discard cards in exchange for new Element and / or Spell cards using the following 'Exchange Rate':

  • Discard 1 Spell card to Receive 2 Element cards.
  • Discard 2 Element cards to Receive 1 Spell card.
  • Discard 1 Element card to Receive 1 Element card.
  • Discard 1 Spell card to Receive 1 Spell card.

Step 3: Casting Spells (two options).

  1. Spell Card Spells require a Spell card. The most powerful Spells in Magicka Mayhem are Cast using Spell cards. The effects and requirements are clearly marked on each Spell card. In the event that a Card Effect conflicts with the Game Rules, the Wizards should abide by the text on the Spell Card & curse the idiots that wrote the Rules.
  2. Snap Spells DO NOT require a Spell card. No self-(dis)-respecting Wizard would be caught dead without a few trusty dusty 'memorized' Spells at the ready. Snap Spells are Cast using two (2) IDENTICAL Elements. They can come from two different Element cards (e.g., two Fire Element cards) or from the same Element card (e.g., one Epic Earth Element card which is equivalent to two Earth Elements).

See Snap Spell Quick Reference for details.

Step 4: Mayhem!!! Before any Spell Card Spell is able to 'hit its mark,' it must pass 'Mayhem Muster'.

  1. The TARGET Wizard flips a coin.
  2. If 'heads' then CASTING Wizard draws a Mayhem Card and reads it to the Wizards.
  3. If 'tails' then the Spell continues as Cast.
  4. Record Spell Damage, Healing or Effect.
  5. The assembled Wizards cheer, cry, laugh, taunt or whine as appropriate.
  6. Discard Spell card and used Element cards.

REPEAT STEPS 3-4 until CASTING Wizard has completed all chosen Turn Actions.

Step 5: Turn Ends. Play proceeds to Wizard's left (clockwise).

Power Wizard Tip: Before play, the Assembled Wizards can agree to any level of 'Mayhem' they like... Mayhem card draw with EVERY Spell (Maximum Mayhem) or Mayhem card draw only when a 1 is rolled using a 6-sided die (Minimum Mayhem) or anything in-between.

Spell vs. Spell Gameplay

Deeper, more strategic gameplay.

NOTE: Spell vs. Spell - in many ways - is similar to the simple, more straightforward Spellmageddon. As such, it is highly recommended that you play a few games of Spellmageddon before 'plunging' headlong into Spell vs. Spell.

Spell / CounterSpell

Unlike Spellmageddon, in Spell vs. Spell a Wizard gains the ability to COUNTER, DISRUPT or REFLECT Spells as they happen.

Mastery of Spell vs. Spell gameplay requires an understanding of 'Opposing' Elements. In Nature certain Elements do not mix well!

  • Lightning OPPOSES Earth.
  • Fire OPPOSES Cold.
  • Life OPPOSES Arcane.

Counter Spell ('opposing' Element Snap Spell)

When Elements of an incoming Spell are OPPOSED, the Spell EXPLODES.

The Casting Wizard AND the Target Wizard(s) experience ALL Spell Effects & HALF the Spell's Damage.

Disrupt Spell ('like' Element Snap Spell)

A Spell is DISRUPTED when it is struck by a Snap Spell that contains the SAME two (2) Elements that are also contained in the Spell.

A Disrupted Spell FAILS with NO EFFECT.

Reflect Spell (opposing Snap Spell + Shield)

When a Counter Spell is combined with a Shield Element, the incoming Spell is 'reflected' back to the original Caster.

The Casting Wizard experiences ALL Spell Effects AND FULL Spell Damage.

The Target Wizard experiences NO EFFECT.

Snap Spell Quick Reference

  • Baby Boulder (Earth + Earth): Causes one (1) Damage.
  • Static Stunner (Lightning + Lightning): Causes (1) Damage. 'Wet' Target is 'Zapped' for two (2) Damage.
  • Arcane Arc (Arcane + Arcane): Causes one (1) Damage.
  • Flickering Flame (Fire + Fire): Causes one (1) Damage. 'Dries' a 'Wet' Target. Drying a 'Wet' Wizard does NOT cause Damage.
  • Cold Cube (Cold + Cold): Does NOT cause Damage. Freezes 'Wet' Target for 1 Turn.

(over)

Snap Spell Quick Reference (back)

  • Wet Willy (Water + Water): Causes ZERO Damage. 'Wets' Target (making it susceptible to Freezing & Zapping).
  • Shoddy Shield (Shield + Shield): Creates Protective Barrier that protects Wizard from 2 Damage. Each additional Shield Element increases Barrier protection by +1. One Shield Element also 'repairs' one (1) point of Barrier Damage.
  • Vitality Tonic (Life + Life): Heals one (1) Damage from Wizard or Summoned Creature or Ally Wizard. Each additional Life Element added to the Snap Spell increases Healing by +1.

Spell vs. Spell Gameplay (continued)

Which Spells Can Be Countered, Disrupted or Reflected

  1. Only Spell Card Spells can be Countered, Disrupted or Reflected. They must also contain two (2) or more of the same Element.
    • Example: Fire Bolt contains 2 of the same Element, so it can be Countered, Disrupted and Reflected.
    • Example: Fury of the Wizard does NOT contain 2 of the same Element, so it cannot be Countered, Disrupted or Reflected.
  2. A Reflected Spell acts like any other Spell (only it's heading in the WRONG direction!). Therefore, a Reflected Spell can also be Countered, Disrupted or Reflected (again) by the NEW Target Wizard... like a game of Magicka tennis!

Mayhem Cards and Countered, Reflected or Disrupted Spells

  • Countered Spell: Caster AND Target BOTH draw Mayhem cards (for the exploding Spell bits hurtling toward them!).
  • Reflected Spell: Only NEW Target draws a Mayhem card.
  • Disrupted Spells: Since they FAIL, Disrupted Spells are not subject to Mayhemification.

Summary of Snap Spell Interactions

  • Cold Cube Snap Spell COUNTERS Spell which blows up! Casting Wizard AND Target suffer Spell Effect. BOTH take HALF Damage.
  • Flickering Flame DISRUPTS Spell causing it to FAIL rather unspectacularly. Does NOT cause Damage.
  • Cold Cube + Shield REFLECTS Spell. Causes FULL Damage to Caster and ZERO Damage to Target.

Helpful Info

(Printed as the first Helpful Info page, then the continuation page.)

In Spellmageddon Snap Spells CANNOT be Cast AT a Wizard's Spell. That is only possible when playing Spell vs. Spell.

Mayhem cards have NO IMPACT on Snap Spells. A Mayhem Muster test ONLY occurs after a Spell Card Spell has been Cast.

Summoned Creatures CANNOT attack on the same Turn in which they are Summoned (unless Summoning card says otherwise).

While a Wizard may have more than 10 cards in their hand DURING their Turn, they must Discard excess cards at end of Turn.

Beam Spells take effect over multiple Turns BEGINNING with the Turn in which it is Cast. A Beam Spell is disrupted (thereby stopping FUTURE Damage) by a Shield Barrier. However, the Barrier is destroyed in the process. Even though Beam Spells occur over multiple Turns, they are only subject to ONE Mayhem Muster test that affects the Spell for ALL Turns that the Beam Spell is active (e.g., Double Damage for all Turns).

Helpful Info (cont.)

When a card deck (Element, Spell or Mayhem) runs out of cards, simply reshuffle the Discarded cards and continue.

All Card Exchanges (i.e., trading cards in-hand in hopes of receiving better cards) occur at the BEGINNING of a Wizard's Turn. Also, all exchange cards must be Discarded BEFORE drawing replacement cards. No piecemeal exchanging!!!

Spell Card Spells must be Cast during the Casting Wizard's Turn. Snap Spells may be Cast during ANOTHER WIZARD'S TURN, but ONLY if the Target of the Snap Spell is ANOTHER SPELL (Spell vs. Spell rules only).

Summoning Spells CANNOT be Mayhemified.

Element cards CANNOT be split between 2 Spells (e.g., splitting the 2 Fires of a Raging Fire card between two Spells). Elements 'leftover' from the Casting of a Spell are consumed by the Spell and disappear.

A 'wet' Target remains wet until it is dried, Frozen or Zapped.

Definitions

  • Element: 'Ingredients' needed to Cast Spells.
  • Spell Card Spell: A Spell Cast using a Spell Card and the necessary Elements to Cast it.
  • Snap Spell: A simple Spell that can be Cast using ONLY Elements. No Spell card needed.
  • Mayhem: Fun silliness that may or may not happen after each Spell Card Spell.
  • Wet: A 2 Water Snap Spell makes a Target susceptible to Freezing and / or Zapping.
  • Mayhem Muster: The 'test' that a Spell Card Spell must pass before affecting its Target.
  • Dry: A 'wet' Target is 'dried' using a 2 Fire Snap Spell. Drying does NOT cause Damage.
  • Frozen / Freeze: A Wizard that is Frozen skips a Turn (skips next Turn). A 'wet' Target can be Frozen with a 2 Cold Snap Spell.
  • Zap / Zapped: A 'wet' Target can be Zapped for 2 Damage by a 2 Lightning Snap Spell.
  • Weak: Targets 'weak' to Spells with specific Elements suffer TWICE the usual Damage.
  • Immune: Targets 'immune' to Spells with specific Elements cannot be injured by such Spells.
  • Opposing Elements: 'Opposing' Elements often have disastrous effects when mixed. Critical for Counter-Spells & Summoning.