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That's Wizard!

That's Wizard! Rulebook

Table of Contents

Table of Contents

  • Overview
  • Components
  • Spells
  • Special Action Cards
  • Building a Spellbook
  • Setup
  • Gameplay
  • Winning
  • Additional Rules
  • Terms
  • Duos (2 vs. 2)
  • Premade Decks
    • The Crone
    • The Dark Lord
    • The Boy Wizard
    • The Prodigy
    • The Constable & The Rogue
    • The Sorceress & The Prophet
  • Card Reference

Overview

That's Wizard! is a deck-design card game for two or four players. You will attempt to defeat your opponent with a deck of seven spell cards fueled by your Power, which represents your magical energy. In doing so, you will have to protect your Stamina, which represents your health.

Each duel consists of multiple rounds in which you and your opponent will choose which spells to cast against each other; you may also have to choose how much Power you wish to spend. You and your opponent will reveal your spells at the same time, and the cards chosen and the amount of Spell Power used to cast them will determine who goes first, lower power spells being more quick than the higher powered but slower spells.

You will win if you reduce your opponent to zero Stamina, or if you are able to force them to forfeit with a special spell, such as Disarm, Polymorph, Death, or Mind Control.

Each duel that you win grants you a victory token; two player matches are won when you gain two victory tokens, and four player matches are won when your team gains three total victory tokens.

Components

  • Tracker (4). The tracker has two sections. The left (red) area tracks your Stamina, and the right (blue) area tracks your Power with the pawns of matching color. You will start each duel with 20 Stamina and 10 Power. Stamina represents your health; if you reach zero you will lose the duel. Power represents your magical energy which you will use to cast spells.
  • Pawns (8).
  • Spell Power Dials (4). You will use your Spell Power dial to choose the strength of your cards from zero to ten. To assemble, align the gold top piece over the blue numbered piece so their holes match. Then, insert the black plastic fastener through the hole and snap it into place.
  • Cards (2 decks, 39 cards each). Each player (or team in the case of Duos) will choose either the blue deck or the yellow deck to build their Spellbooks with. Both decks contain the same cards.
  • Lasting Effect Tokens (40). Lasting effect tokens are used to keep track of the number of rounds a lasting spell will continue to affect play. Tokens are double sided, blue and yellow to match the player's card back color.
  • Dice (4). Certain spells require a die to be rolled, and the dice may be used in special cases to resolve the order in which effects take place. There are blue and yellow dice to match the player's card back color.
  • Victory Tokens (5). When you win a duel, you will receive a victory token. In the standard 1 vs 1 version of the game, the first player to gain 2 will win the match! In Duos, the first team to gain 3 victory tokens will win the match.

Spells

In order to defeat your opponent, you will need to cast spells, and in order to cast spells you must spend Power to play spell cards. Spell cards will indicate how much of your Power you can spend when playing them. Some spell cards have a choice of three different amounts of Power you can use to play them, while others only have a single choice. The amount of Power you commit to using when playing a spell is called Spell Power and is abbreviated as the letter P within the card text. The more Spell Power, the more powerful or longer-lasting a spell's effect.

The printed rulebook shows the Explosion card as an example of a spell card. The effect text of each spell is printed on its own card and is not reproduced in this rulebook.

Card anatomy, as labelled in the printed rulebook (example card: Explosion, shown with a "When: This round." timing and an "Effect: Deal (P+1) Damage to your opponent." text):

  1. The numbers in the blue area represent the amount of Power that can be used to play the card. In this example you can use 3, 4 or 5 Power.
  2. The arrow icon indicates that the card targets your opponent.
  3. The lightning bolt icon indicates that the card is "quick" and will not have any lasting effects beyond the current round.
  4. The "When" describes when the effect of the card will happen.
  5. The "Effect" describes the card's effect(s). The letter P represents the amount of Spell Power used to cast this spell.
  6. The curved arrow icon indicates that the card targets yourself.
  7. The hourglass icon indicates that the card is "lasting" and will have an effect that lasts for one or more rounds.
  8. The "Lasts" describes the number of rounds that the card will remain in play. The letter P represents the amount of Spell Power used to cast this spell.
  9. The symbol and number in the corner indicates a spell card's level and the school of magic to which it belongs. There are 7 schools of magic, and levels 1 through 4 in each school. The school and level of a spell is used when building your Spellbook (page 9).

Card Symbols

  • Targets your opponent (arrow icon)
  • Targets yourself (curved arrow icon)
  • Quick (lightning bolt icon)
  • Lasting (hourglass icon)

Schools of Magic

The seven schools of magic are Charms, Defense, Jinxes, Curses, Divination, Hexes and Transfiguration. Each school has four levels.

Special Action Cards

In addition to spells, you will also have two special action cards: Focus and Counterspell. These cards do not require Power to be played; your Spell Power dial should be set to zero when playing them. Special action cards are not counted as spells, and thus are not affected by cards that specifically interact with "spells".

Focus. You will spend the whole round refocusing and will regain all of your Power (back to 10) at the end of the round.

Focus vs. Counterspell? Focus is not a spell, so it cannot be countered.

Counterspell. Counterspell will stop any spell that your opponent played during the round, causing it to have no effect and wasting the Power they used to cast it.

Playing Counterspell will cause you to lose Stamina. You will initially lose 1 Stamina when you play Counterspell, but playing it again on the next round will make you lose 2 Stamina. If you play it a third time in a row, you will lose 3 Stamina, and so on until you play a card that isn't Counterspell. At that point, this effect will reset back to losing 1 Stamina.

It is not usually a good idea to play Counterspell multiple times in a row due to the increasing Stamina cost, but if you do, you may use your die as a counter to keep track how many times you have played Counterspell back-to-back if you and your opponent are having trouble remembering.

Building a Spellbook

To begin a match of That's Wizard!, you must first create your Spellbook, a set of seven spell cards. You will want to keep your Spellbook secret from your opponent. Choose either the blue or yellow deck of cards, find a Focus and Counterspell card and put them aside. These are your two special action cards that all players get automatically and are not considered part of your spellbook.

For your first time playing That's Wizard!, consider selecting one of the premade decks described on pages 21-24 of this rulebook. Otherwise, to create your spellbook there are 3 rules to follow:

  1. A spellbook must contain seven spells.

  2. You must add spells sequentially within a school of magic. Each spell card in That's Wizard! has a school of magic and a level, represented by a symbol and number in the bottom-right corner of each card. The first card you add to your spellbook must be a level 1 spell. You may then add a level 2 spell from that same school of magic (matching the symbol in the bottom right). You may then add a level 3 from that school, and so on, up to level 4. At any point while building your Spellbook you may add spells from other schools, but you must always begin with a level 1 spell.

    For example, if you want to take Death, which is a level 4 (curse) spell, you must first have a level 1, 2, and 3 curse in your spellbook.

  3. You may not have more than one spell with the same school and level.

    When playing Duos, you will have access to new spells that have the same school and level as other spells. You may only choose one spell with the same school and level. This rule also applies to promotional or expansion spell cards.

    In this example, if you have level 1, 2, and 3 (curse) spells in your spellbook, and take Conflagration, which is a level 4 curse meant for Duos, you could not take Death since it is also a level 4 curse.

Build a deck online at thatswizard.com.

Setup

Take a tracker and place it in front of you. Set your Stamina to 20 and your Power to 10 by placing the red and blue pawns on your tracker. Take the die that matches the color of your chosen deck's card back (blue or yellow) and place it within reach.

Place a small pile of lasting effect tokens somewhere in reach between you and your opponent. Lasting Effect Tokens are blue on one side and yellow on another, so you can share a single pile with your opponent if you wish.

You and your opponent will play best-of-three duels to determine the winner of the entire match. But before you begin your first duel, there is one final step. From your seven spells in your Spellbook, secretly choose any two spell cards to be put face-down on the table. These spells are called your Side Board and will not be played during this duel. You can swap these spells only at the start of the next duel in the match. Now take the five remaining spells, Focus, Counterspell, and a Spell Power dial in your hand. You are now ready to duel!

Keep it secret! Some players choose to put their most powerful spells in their Side Board for their first duel, swapping them out in a later duel as a surprise.

Your hand:

  • 5 Spells
  • Focus
  • Counterspell
  • Spell Power dial

Gameplay

Each duel consists of multiple rounds, and each round consists of the following seven steps.

1. Start of round effects. Lasting spells played in the previous round that state "Starting next round" are now in effect.

2. Choose a card and set your Spell Power. Secretly select a single card from your hand to play. Next, secretly set your Spell Power dial to a value allowed by the card you have chosen. Some cards only have one possible option for the amount of Spell Power used to play them, while others will have a choice of three possible amounts. Once you have selected your card and set your Spell Power dial, let your opponent know that you are ready.

Example: The Portents spell allows you to use 2, 3, or 4 Spell Power. In this example, the player chooses to use 4 Spell Power.

3. Reveal. Once you and your opponent are ready, you will both simultaneously reveal your cards and Spell Power dials face-up on the table.

4. Spend Power. Before reading any of the revealed cards, you and your opponent will each pay the cost of your chosen cards by lowering your Power on your trackers by the amount shown on your Spell Power dials.

Example: In this example, the player must spend 4 Power on their tracker, since their Portents spell used 4 Spell Power.

5. Turn Order. The player with the smaller number on their Spell Power dial will take their turn first. If you and your opponent have the same amount on your Spell Power dials, you will both roll a die. The player with the higher roll gets to choose the turn order for the round. If the rolls are tied, reroll until the tie is broken.

On your turn, read the text of your card aloud to your opponent. Be sure to state the "When" (when the effect occurs) and the "Effect" (what the card does). Replace the letter P on your card with the amount of Spell Power you are using, as shown on your Spell Power dial.

Example: In this example, Explosion will go first since it uses 3 Spell Power, which is less than the 4 Spell Power used by Portents.

6. End of Round Effects. After both players have taken their turns, resolve any effects that happen at the end of the round. If you have multiple effects that happen at the end of the round, you may choose the order in which they happen. If both players have cards with end-of-round effects, they roll the dice. The player with the higher roll will choose to either go first or second. Again, reroll to break ties.

7. Clean Up. If you played a quick card this round, return the card to your hand. If you played a lasting spell, the card will remain face-up on the table. If your lasting spell targets yourself, place it on your side of the table. If your lasting spell targets your opponent, place it on their side of the table. Place the appropriate number of lasting effect tokens matching your card back's color on the face of the lasting spell to keep track of how long the effect will last.

Finally, if you had other lasting spells in play from previous rounds, remove one lasting effect token from each of them. If you remove the final token from a lasting spell, return the card to the owner's hand.

Example: Portents lasts P rounds, which in this example is equal to 4, so four lasting effect tokens will be placed on the card to keep track of how long it will last.

Winning

Each duel continues until one player is reduced to zero Stamina or forfeits. The winner of the duel will receive a victory token. The duel ends as soon as this happens, even if the other player has not had their turn or there are end-of-round effects. Both players will now collect their cards, including the two face-down spell cards in their Side Boards.

Before you begin the next duel, you will once again secretly choose two spell cards from your Spellbook to be kept face-down as your new Side Board. You can set aside the same cards you did before, or you can choose different ones; just be sure to not let your opponent see your selection!

Once you've got your two special action cards and five spell cards ready in your hand, reset your tracker to 20 Stamina and 10 Power. You are now ready to begin the next duel.

Play the next duel; the first player to gain two victory tokens will be the winner of the match!

Know Your Enemy! Don't forget which spells your opponent has already played. You can use that knowledge to guess the best time to play Counterspell!

Additional Rules

Illegal Plays. If you play a card you don't have the Power for, incorrectly set your Spell Power dial, or otherwise play a card prohibited by an ongoing effect, your played card will have no effect. It will be treated as if you did not play the card, and your action for the round is effectively skipped.

Passing your turn. If you wish to voluntarily pass your turn, you must still follow the normal process of selecting and revealing a card. To do so, choose any card and intentionally set your Spell Power dial to an invalid value, triggering an Illegal Play (see above). This ensures fair and simultaneous play between players while treating your turn as skipped.

Illegal Decks. If your deck does not follow the rules for building a Spellbook (page 9), you will forfeit the match. After a match, players should reveal their Spellbooks to ensure that they were built properly.

Additional Rulesets for competitive play and more are available at www.thatswizard.com.

Terms

Stamina. The resource that represents your health. You start each duel with 20 Stamina. You lose the duel if your Stamina ever reaches zero.

Damage. If you take Damage, you will lose that much Stamina. Cards that deal Damage represent direct, physical harm, such as a bolt of lightning or an exploding fireball.

Fatigue. If you take Fatigue, you will lose that much Stamina. Cards that cause you to take Fatigue represent indirect harm, such as being shrunk or seeing ill omens in the stars.

Power. The resource that represents your magical energy. You must spend Power in order to cast spells. You will start each duel with 10 Power, which can be replenished by playing the Focus special action card.

Spell Power. The strength of a spell and the number shown on your Spell Power dial. On card text, Spell Power is abbreviated as the letter P.

Spellbook. The deck of seven spell cards that you constructed before the start of the match.

Side Board. The two spell cards that you chose to put face-down for the duration of the current duel.

Counter. When you counter your opponent's spell, their spell has no effect and they waste whatever Power they used to play it. They also do not count as having "cast a spell".

Reverse. If your spell gets reversed, apply the effect as usual, except it will affect yourself instead of your opponent.

Casting vs Playing. Casting a spell means successfully reading and applying its effect on your turn without being countered. Playing a spell (or card) refers to revealing and attempting to use it, regardless of whether it gets countered.

Round. A set of seven steps (page 13), in which players choose cards, play cards, and resolve spell effects.

Duel. A series of rounds that continues until one player has been eliminated by forfeit or by reaching zero Stamina.

Match. A series of duels that continue until one player or team gains enough victory points to win the match.

Duos (2 vs. 2)

Duos is a 4-player game variant which introduces two versus two wizard combat. You and your ally will pair off against opponents on the opposite team and attempt to defeat them in duels of magic. Each individual victory will give your team a shared victory token. In order to be declared the winning team, your team will need to secure three individual victories!

New Spells. Duos has seven new spells meant specifically for two versus two duels. Duos spells are identified by an icon in the bottom-right corner of the card, next to the spell's school of magic symbol. Spells that refer to "both opponents" mean that the effect will target both your opponent and your ally's opponent. If your spell that would affect both opponents gets reversed, apply the effect as usual, except it will affect you and your ally instead.

Deckbuilding. You and your ally will both individually follow the rules of building a Spellbook (page 9) but you will both share a single deck of spells from which to build your Spellbooks. This means you will not be able to have any of the same spells as your ally. For example, if your ally takes Stun (a level 1 charm), you would not be able to have Stun in your own spellbook. You could however take Energize, which is different level 1 Charm spell only playable in Duos.

Gameplay. To begin a match, you and your ally will each sit across from a player on the opposite team. For the duration of a duel, any effect that refers to "your opponent" refers to the player sitting across from you.

Each round, all players will choose a card from their hand to play and set their Spell Power dials to the appropriate amount. Once all four players are ready, cards and Spell Power dials are revealed, and Power is then spent.

Turn order will be determined between all four players; the lowest Spell Power going before higher Spell Power. Ties between players on opposite teams will be broken by rolling dice; ties between players on the same team can be resolved in any order of their choosing. On your turn, you will apply the effects of your card, including any effects that target your ally or your ally's opponent. At the end of the round, you will place lasting effect tokens and perform the cleanup phase as normal.

Winning. Your duel will continue until you or your opponent are reduced to zero Stamina or forfeit. Your duel ends as soon as this happens, and you will then wait for your ally to finish their own duel if they are still battling their opponent. The winner of each individual duel will be awarded one victory token for their team. The first team to gain three victory tokens will be the winner of the match.

If your duel has ended and you still have cards in play that can affect your ally's duel (such as Molten Floor or Imprison), those cards will remain in play as normal, and they will return to your hand either when your ally's duel ends or their lasting effects expire, whichever comes first.

After you and your ally have both finished your duels, you will swap opponents with your ally so that you are dueling against a new opponent during the second set of duels.

If both teams have two victory tokens after the second set of duels, the match will be decided by a third sudden-death set of duels. In order to determine which players will be opponents in the third set, a player from each team will roll a die. The player with the higher result will determine the pairing for the final set of duels. The sudden-death set will end immediately after one team has three victory tokens, the remaining duel will not matter and the match will end immediately.

Premade Decks

For your first game, you may use one of the premade decks below. Each deck lists its seven spells as a level and spell name, followed by the printed strategy suggestions.

The Crone

Spellbook:

  • Level 1: Share Pain
  • Level 2: Fear
  • Level 3: Chaos
  • Level 4: Mind Control
  • Level 1: Stun
  • Level 2: Silence
  • Level 1: Reflect

The Crone is ancient, and she is said to be the only one that the Dark Lord truly fears. Her most powerful spell is Mind Control, which she uses to force her opponents to surrender. Her magic can be chaotic and unpredictable, but one thing is certain: The Crone is a dangerous opponent.

Strategy 1: Bow Before Me! Share Pain, Chaos, Mind Control, Stun, Reflect.

You have the opportunity to earn a quick win by starting off with a couple of one-Power Stun spells, which will rapidly bring your opponent into Mind Control range. If that plan fails, you can use Reflect, Chaos, and Share Pain to blast your opponent into oblivion.

Strategy 2: Shh... Don't Be Afraid. Share Pain, Fear, Chaos, Silence, Reflect.

Fear will increase the effect of Silence, causing your opponent to take a lot of Fatigue just for casting spells. Your low-cost spells, such as Share Pain and Reflect, can provide you with great value, and if you're feeling lucky, you can try to finish your opponent off with a well-timed Chaos.

The Dark Lord

Spellbook:

  • Level 1: Paralyze
  • Level 2: Explosion
  • Level 3: Embrace Pain
  • Level 4: Death
  • Level 1: Reflect
  • Level 1: Portents
  • Level 1: Share Pain

The Dark Lord has been the bane of wizard-kind for years. He hungers for the chance to use the darkest magics against his enemies. His most powerful spell is Death, which allows him to mortally wound an opponent who shows even the slightest weakness, but he also has an arsenal of other spells to destroy any who would oppose him.

Strategy 1: Overwhelming Power. Share Pain, Explosion, Embrace Pain, Death, Portents.

The quickest way to win is to use Explosion and Share Pain to bring your opponent to eleven Stamina or less. You can then defeat them with a well-timed use of Death. In longer games, you can use Embrace Pain and Portents to regain Power and Stamina, thus giving you the edge.

Strategy 2: Deterrence Theory. Explosion, Paralyze, Embrace Pain, Reflect, Portents.

If you won a game with Death, your opponent might expect the same strategy in the next game. Instead, use the combination of Embrace Pain and Portents to keep your Power up, and do reliable Damage by following Paralyze with Explosion. A well-timed Reflect can also be very helpful!

The Boy Wizard

Spellbook:

  • Level 1: Shock
  • Level 2: Tongue Tie
  • Level 3: Ignite
  • Level 1: Reflect
  • Level 2: Disarm
  • Level 3: Dispel
  • Level 1: Stun

The Boy Wizard was left an orphan by the Dark Lord and has dedicated his life to stopping him. The Boy Wizard uses Jinxes to frustrate his opponents, and he is famous for using Disarm to finish off his opponents when they least expect it. He's also fond of using Ignite to set opponents' robes on fire, causing significant damage.

Strategy 1: Feeling The Heat. Shock, Tongue Tie, Ignite, Reflect, Disarm.

Playing Tongue Tie early and often will force your opponent to have to Focus more, which will give you more time to cast Shock, Ignite, and Reflect. When your opponent's Stamina is low, you can finish them off with Disarm.

Strategy 2: Powerless. Stun, Ignite, Tongue Tie, Reflect, Dispel.

The combination of Tongue Tie and Stun can keep your opponent low on Power. In addition, Dispel can get rid of your opponent's lasting spells, further disrupting their strategy!

The Prodigy

Spellbook:

  • Level 1: Regenerate
  • Level 2: Brittlebones
  • Level 3: Polymorph
  • Level 4: Shrink
  • Level 1: Paralyze
  • Level 2: Explosion
  • Level 1: Shock

The Prodigy is an absolute genius when it comes to casting spells. Her specialty is the very difficult subject of Transfiguration, but she's got a few other tricks up her sleeves. Her most powerful spell is Shrink, which reduces her opponent to half-size. She can also finish off weak opponents with Polymorph, turning them into a harmless animal of her choice.

Strategy 1: Animalus Minimus. Regenerate, Polymorph, Shrink, Paralyze, Shock.

For maximum effect, use Shrink early in the game when your opponent has a lot of Stamina. Once that's done, you can Shock your opponent into Polymorph range while protecting yourself with Paralyze and Regenerate.

Strategy 2: Shock Therapy. Brittlebones, Polymorph, Paralyze, Explosion, Shock.

Brittlebones can greatly increase the Damage of your Shock and Explosion spells. With Brittlebones in play, your one-Power Shock can do four Damage! Use Paralyze to finish them off with Polymorph.

The Constable & The Rogue

Spellbook (The Constable):

  • Level 1: Share Pain
  • Level 2: Imprison
  • Level 3: Chaos
  • Level 4: Mind Control
  • Level 1: Stun
  • Level 2: Silence
  • Level 3: Levitate

Spellbook (The Rogue):

  • Level 1: Regenerate
  • Level 2: Brittlebones
  • Level 3: Molten Floor
  • Level 4: Shrink
  • Level 1: Paralyze
  • Level 2: Explosion
  • Level 1: Energize

The Constable and the Rogue are an iconic duo in catching crime; one of their most famous moves is for the Constable to cast Imprison, while the Rogue casts Energize to effectively make Imprison cost zero Power. Then the Constable can possibly finish off his opponent with Mind Control while they are imprisoned.

The Sorceress & The Prophet

Spellbook (The Sorceress):

  • Level 1: Paralyze
  • Level 2: Explosion
  • Level 3: Embrace Pain
  • Level 4: Conflagration
  • Level 1: Transference
  • Level 2: Disarm
  • Level 3: Dispel

Spellbook (The Prophet):

  • Level 1: Share Pain
  • Level 2: Fear
  • Level 1: Miasma
  • Level 1: Portents
  • Level 2: Scry
  • Level 3: Arithmancy
  • Level 4: Nevermore

The Prophet and his apprentice the Sorceress can both deal harm to each other's opponents with Conflagration and Miasma, making them a very dangerous duo in terms of offense. They also look out for one another by using Transference or even the ultimate sacrifice of Nevermore, if necessary.

Card Reference

The printed card reference follows. One missing space after "nothing happens." in the Grim Omen entry is corrected here; otherwise the entries are transcribed as printed.

Arithmancy

Q: Does Tongue Tie affect the sum referred to by Arithmancy? A: No. Only Spell Power (the amount shown on the Spell Power dials) factors into Arithmancy.

Brittlebones

Q: Does Brittlebones affect cards that cause Fatigue? A: No, Brittlebones only affects cards that use the Damage keyword.

Chaos

Q: What happens if Chaos is reversed and I also rolled a 1 on the die? A: You alone will take the Damage and not your opponent.

Q: What if my opponent and I would both be eliminated by the Damage from rolling 1 when casting Chaos? A: You and your opponent will roll dice. The higher roller will determine the order in which the Damage takes place.

Conflagration

Q: What happens if my Conflagration spell is reversed? A: Only you and your ally will take the Damage.

Q: What if multiple players would be eliminated by the Damage from Conflagration? A: You and your opponent will roll dice. The higher roller will determine the order in which the Damage takes place.

Confusion

Q: Does Confusion affect self-target spells such as Regenerate or Invisibility? A: No, Confusion only affects spell that target an opponent, not self-target spells like Regenerate or Invisibility.

Counterspell

Q: Does losing Stamina from Counterspell count as Fatigue or Damage? A: No. The Stamina loss effect of Counterspell does not count as Fatigue or Damage.

Death

Death can end a game very quickly, but its high Power cost makes it somewhat risky!

Disarm

Disarm offers a great effect for relatively little Power.

Dispel

Q: If the all lasting effect tokens have been removed from a lasting spell, does it immediately return to its owner's hand? A: Yes. As soon as there are no lasting effect tokens on a spell, its effect is ended and it is immediately returned to its owner's hand.

Q: If I go after my opponent and they cast a lasting spell, can I use Dispel to remove the lasting effect tokens from the spell they just cast? A: No. Your opponent does not place their lasting effect tokens on their spell until the last (clean up) phase in a round, so Dispel will have no effect because the tokens have not yet been placed.

Q: If Dispel is reversed by Reflect or Confusion, who picks which lasting effect tokens are removed? A: If your Dispel is reversed, you may have to remove your own tokens if you have any. However, you can choose which ones to remove.

Embrace Pain

Q: With Embrace Pain active, do I regain Power from playing Counterspell or Transference? A: No. Since the Stamina loss effect of Counterspell and Transference does not count as Fatigue or Damage you will not regain Power.

Energize

Q: Can my ally gain more than 10 Power from Energize? A: No. You can only gain Power up to the maximum amount on your tracker.

Erase Memory

Q: What if I have no Power left and both Focus and Counterspell were taken by Erase Memory? A: Since you have no legal cards to play, you may pass your turn, effectively doing nothing for the round.

Explosion

This is a reliable and fiery way of damaging your opponent!

Fear

Q: Does Fear affect cards that cause Damage? A: No, Fear only affects cards that use the Fatigue keyword.

Focus

Q: Can Focus be affected by Counterspell? A: No. Counterspell only affects spell cards, and Focus is a special action card. However, Focus can be affected by the Levitate spell!

Grim Omen

Q: What happens if my Grim Omen spell is reversed? A: If Grim Omen is reversed, nothing happens. You would effectively read the card as "You swap Stamina with yourself."

Ignite

Q: Can Dispel stop Ignite from dealing Damage? A: Yes, by casting Dispel, it is possible to remove the lasting effect token on Ignite before the end of the round, when Ignite deals Damage.

Imprison

Q: What happens if my duel ends the same round I cast Imprison? A: If your ally is still dueling, Imprison will stay in play and take effect normally. It will be returned to your hand after its lasting effect token is removed or your ally's duel ends, whichever comes first.

Invisibility

Q: If I am invisible and my opponent plays Counterspell, do they still lose Stamina from Counterspell? A: Yes. Your spells cannot be countered, but Counterspell will still cause them to lose Stamina.

Levitate

Q: If my opponent didn't play Focus, does Levitate still have an effect? A: Yes. Your opponent will still take the Damage from Levitate at the end of the next round.

Miasma

Miasma is most effective while your ally is still dueling, so don't hold back, use it early!

Mind Control

Q: What happens if my opponent plays Focus when I play Mind Control? A: Although Focus goes before Mind Control, remember that Focus regains Power only at the end of the round, so Mind Control can still affect them before that happens.

Molten Floor

Q: What happens if my duel ends the same round I cast Molten Floor? A: If your ally is still dueling, Molten Floor will stay in play and take effect normally. It will be returned to your hand after its lasting effect token is removed or your ally's duel ends, whichever comes first.

Nevermore

If you know that you are about to lose your own duel, your sacrifice can greatly benefit your ally!

Paralyze

This is an excellent way to set up for a more expensive spell since you know it cannot be countered!

Polymorph

This is a great finishing spell; make sure to tell your opponent what kind of animal you turned them into!

Portents

If the dice are lucky, Portents can be one of the most effective spells in the game.

Reflect

Q: Can I reflect self-target spells such as Regenerate or Embrace Pain? A: No, Reflect only affects spells that target opponents, not self-target spells.

Regenerate

Q: Can I gain more than 20 Stamina using Regenerate? A: No. 20 Stamina is the most any player can have.

Scry

Q: Do I keep the Scry card after I've cast it? A: No. You will shuffle Scry into the deck of spells as part of its effect.

Share Pain

Q: When do I compare Stamina with my opponent? A: You will compare Stamina when "casting the spell", meaning on your turn when you read the effect.

Shock

Q: If my opponent is paralyzed, passed their turn or made an illegal play, can I still get the Damage bonus for going first? A: Yes. When your opponent doesn't take a turn, you can choose to go first or go second.

Shrink

Since Shrink removes half of your opponent's current Stamina, it is most effective when played early when they have a lot of Stamina to lose.

Silence

Q: Do I still take Fatigue from Silence if my spell is countered? A: No. If your spell is countered, you do not count as having cast a spell so Silence will have no effect.

Stun

Q: What happens if my opponent plays Focus when I play Stun? A: The effect of Focus happens at the end of the round; they will not regain Power until after the effect of your Stun card has been resolved.

Tongue Tie

Q: Do I still have to pay two extra Power if my spell is countered? A: Yes, you pay the extra power for playing a spell, not casting it.

Q: What happens if the Power cost of a spell is greater than 10 due to Tongue Tie? A: You will not be able to cast spells that cost more than 10 Power.

Transference

Q: Does losing Stamina from Transference count as Fatigue or Damage? A: No. The voluntary Stamina loss effect of Transference does not count as Fatigue or Damage.

Q: Can my ally gain more than 20 Stamina from Transference? A: No. 20 Stamina is the most any player can have.