The Card Game of Oz
The Card Game of Oz Rulebook
Table of Contents
Table of Contents
What's Inside
Inside The Card Game of Oz you will find:
- 4 Pre-constructed Story Packs (see Story Pack Lists, below)
- 4 Title Cards
- 10 Dice (4 Blue, 6 Gold)
- Dice breakdown:
- 1 Blue Die, 6 Faces
- 1 Blue Die, 5 Faces
- 1 Blue Die, 4 Faces
- 1 Blue Die, 3 Faces
- 6 Gold Dice, 3 Faces
- Dice breakdown:
- 1 First Player Marker
Setup
- Choose a Story Pack. Each Pack contains a customized Locations Folio and Library.
- Next, shuffle the Locations Folio. Authors then take turns, drawing a location and, without looking at it, placing the location face-down from the center, adding cards to the right, forming the right half of their Storyline. (See the diagram in the printed rulebook.) The Storyline is complete when there are 6 Locations.
- Each Author then caps the Storyline with a Title Card on the left end. (See the diagram in the printed rulebook.)
- Place all dice within reach of the Authors.
- Shuffle the Library, dealing 5 cards to each Author to make up their starting hand. Place the remaining Library face-down within reach of all players.
- Determine which Author goes first by whatever method agreed upon. (Die roll, coin toss, Rock-Paper-Scissors-Lizard-Spock, etc.)
The game is ready to begin!
Playing the Game
Object of the Game
Be the Author to earn the most Vitality points at the end of the game, after one Prime Character has reached "The End". Vitality represents how much life each Character in your Storyline adds to the overall narrative.
How the Game Plays
The Card Game of Oz is played in a series of Rounds. One Round is made up of each player taking one Turn.
During their Turn, each Author does the following, in order:
- Roll Dice to Generate Story Points
- Perform Story Actions
- Move Characters
(The printed rulebook shows a player-aid panel for each Author's "Direction of Play", listing the Story Actions below. That panel repeats the table in step 2.)
1. Roll for Story Points
You begin your turn by rolling the 4 Blue Story Dice. Add 1 Gold Bonus Die for each Character Card that you have in play within your Storyline. (Title Cards are not part of the Storyline.) You may roll up to a maximum of 10 dice during this phase.
Total the number of symbols rolled. The result is the total Story Points available for your turn.
2. Perform Story Actions
An Author may now perform Story Actions. Each Story Action is paid for using Story Points. Authors may perform as many Story Actions as they wish, any number of times and in any order during this phase, as long as they have Story Points to spend.
| Cost | Story Action |
|---|---|
| 1 Story Point | Draw a Card from the top of the Library. |
| 1 Story Point | Move one Character you control one Location Card in either direction.* |
| 2 Story Points | Choose a face-up Location in the Storyline and replace it with the top card from the Location Folio, placing the old Location on the bottom of the Location Folio. |
| X Story Points | Play a card from your hand paying "X" Story Points, where X is equal to the Story Point Cost in the Blue Gem on the card. |
At any time an Author may archive cards from their hand and roll a Gold Bonus die for each card archived to earn extra Story Points.
3. Bonus Character Movement
You may move each Character you control one Location in either direction without using any Story Points.*
(Note: Some Locations may require you to spend Story Points to move into or out of a Location. Even during this "free" movement, you will still have to pay the Story Point costs stated in a Location's game text.)
It is now the next Author's turn.
*More details about moving to and from Locations are found under Locations.
Running Out of Cards
If at any time the Library is depleted, the Archive is shuffled and becomes the new Library.
Ending the Game
You must move a Prime Character you control to your opponent's Title Card at the right end of their Storyline. Flip the opponent's Title Card to read "The End".
Each Author that still has not taken a turn in the current round may do so.
Winning the Game
Each Author now adds up the Vitality (Red Gem) of each Character they have in play in the Storyline. Be sure to add all bonuses and penalties from Locations and other cards. The Prime Character used to end the game is not counted toward your total Vitality score.
The Author with the highest total wins!
Story Packs
You'll find the cards come in 4 pre-constructed Story Packs. Each has been designed to various themes to give you a variety of different story experiences.
We recommend new players begin with Story Pack #1 (Core Pack) to introduce themselves to the game using the most popular and key elements of Set 1: The Wonderful Wizard of Oz.
Once you've played through all the Story Packs, feel free to mix and match the cards and Locations to make your own custom Story Packs.
Listings for Story Packs 2, 3, and 4 are given in the section Story Packs 2, 3, and 4 below.
Story Pack #1 (Core Pack)
Locations
- Uncle Henry's Farm
- Henry & Em's House
- Storm Cellar • Small Black Hole
- Boq's Home
- Yellow Brick Road • Rough and Difficult
- Tin Woodman's Cottage
- Clear Water Spring
- Poppy Field
- Emerald City Plaza
- Throne Room of the Great Oz
- Castle of the Wicked Witch of the West
- Field of Daisies
- Thick Wood
- Glinda's Palace
Game Cards
- Uncle Henry
- Aunt Em
- Dorothy • Kansas Farm Girl
- Toto
- "I'll go look after the stock."
- "Run for the cellar!"
- Cyclone
- "Who is Aunt Em?"
- Silver Shoes
- Bread and Butter (3 copies)
- Pail
- Dorothy • Dressed for Travel
- "Blue is the color of the Munchkins."
- Boq • Wealthy Munchkin
- Munchkin Baby
- Scarecrow
- "This pole is stuck in my back."
- "There is no place like home."
- Old Crow
- Tin Woodman
- Oil Can
- Tin Woodman's Axe
- Cowardly Lion
- Tin Woodman's Tears
- Queen of the Field Mice
- Field Mice (3 copies)
- Summoning Her Subjects
- Green Glass Spectacles (3 copies)
- Wicked Witch of the West
The Cards
Each card has the following parts:
- Frame. The frame color and symbol indicate a card's moral standing: Gold: Good; Stone: Neutral; Onyx/Rust: Evil.
- Title. The name of the card. Titles may have names separated by a bullet (•), indicating there may be multiple versions of the same card.
- Keywords. Descriptive words found on many cards. These are often referred to by the Game Text of other cards.
- Game Text. This tells you how a card works. Keywords start with Capital Letters. Specific cards will be in Bold.
- OZ Monogram. The logo in the background of the Game Text field indicates this card comes from the Land of Oz.
- Vitality. The number in the Red Gem indicates the Vitality of a Character. This is the number used to calculate total points at the end of the game.
- Story Point Cost. The number in the Blue Gem indicates the number of Story Points you must spend to play the card as a Story Action.
- Realm Icon. Along with the color of the card, these symbols help identify the realm of a card (for example, this card is from Winkie Country).
- Magical. The Green Gem indicates that a card is Magical.
- Sorcery. A diamond star appearing in the Green Gem indicates that a Character has Sorcery. Other cards with a star require a Character with Sorcery to be played.
Example cards shown in the printed rulebook include:
- Dorothy • Petitioner (Character; Human • Child • Female • Prime). "Vitality is +1 at Green Locations. Play as though equipped with Green Glass Spectacles."
- Wicked Witch of the West (Character; Human • Witch • Female • Prime). "May be played from your hand to any Evil Location. Must be archived if at the same Location as Water. Good Characters at the same Location are Vitality -2. Opponents must play hands with all cards revealed."
- Tin Woodman • Petitioner (Character; Object • Metal • Male • Prime). "Vitality is +1 at Green Locations. Play as though equipped with Green Glass Spectacles. May not be affected by Food Objects."
- Make-Shift Ladder (Object; Wood). "Move all Characters at the same Location to an adjoining Location regardless of movement restrictions or costs. Archive after use."
- "Blue is the Color of the Munchkins." (Effect). "Archive all Non-Blue cards in play (except Locations). Only Blue cards may be played until the end of your next turn. Each blue card in play at the end of the game (except Locations) is worth 1 extra point."
- Cyclone (Event). "Swap the position of two target Locations in your Storyline. Characters at the target Locations are sent back to their controller's hand. All other cards at the Locations are archived."
Characters
Character cards represent the many wonderful personalities in The Card Game of Oz. Here are some important rules for Character cards:
- Characters are first played to your own Title Card.
- Characters are unique. Only one copy of any version of a Character may be in play. When you have a particular Character card in play, you may play a different version of the same Character to the same Location in the Storyline for free (paying no Story Points), archiving the original Character. If an opponent plays a different version of a particular Character, they must pay the Story Point cost. They then archive the original Character and play their new version to their Title Card.
- Characters whose Vitality becomes zero or less must immediately be archived.
- Only Characters with the keyword "Prime" may be used to end the game.
- Characters with the ability "Flying" may ignore any or all game text of Locations. They are not affected by any movement restrictions nor costs.
Objects
These are the many wondrous and magical items that are found in the Land of Oz. Here are some rules about Object cards:
- Play Objects to any Location in your Storyline, or to directly equip a Character in your Storyline.
- Only one copy of any Object card may be in play at any time.
- At any time, if an Object is in a Location without any opposing Characters, you may equip it to one of your Characters at that Location.
- When Characters are archived or are removed from the game, Objects stay in play in the same Location.
Effects
Strange things can happen in the magical Land of Oz. Effect cards represent these unpredictable happenings.
- Effect cards are played from your hand as a Story Action.
- You may only play an Effect card during your turn.
- Some Effects are attached to a specific Location, Character, or Object. These Effects are archived if the attached card is archived or removed from the game.
- Some Effects will have the keyword "Spell". If a Spell has a Green Gem with a star at the bottom, a Character with Sorcery must be in play to play the Effect.
Events
There are always amazing things happening in the Land of Oz. These Events might help or hinder your Storyline.
- Events are played from your hand using a Story Action.
- Events may be played at any time during your turn to take effect immediately, or saved for later use. (Even during an opponent's turn!)
- During your turn, you may pay to place an Event card face-down by paying at least the required Story Points. (To keep opponents guessing what Event you are playing, you may want to use more Story Points.)
- Some Events will have the keyword "Spell". If a Spell has a Green Gem with a star at the bottom, a Character with Sorcery must be in play to play the Event.
Locations
The Yellow Brick Road, the Emerald City, the Castle of the Wicked Witch of the West, the Field of Poppies: your Storyline takes place at many incredible Locations.
- To move to or from certain Locations you must pay the appropriate Story Point cost as indicated on the Location Card (see examples below).
- When you attempt to move a Character to a Location that is hidden (face-down), turn the Location card face-up and move the Character into the Location if possible. If movement is not possible, any Story Points already paid are lost.
- Like Characters, some Locations have different versions. Unlike Characters, different versions of the same Location may be in the Storyline.
- When a Location is replaced in the Storyline, Characters and Objects stay with the new Location, while all other cards are archived.
Example Location cards:
- Thick Wood (Forest • Exterior • Oz). "Animals are Vitality +2."
- Emerald City Plaza (Emerald City • Exterior • Oz). "1 extra Story Point required by each Character to enter unless equipped with Green Glass Spectacles. Green Oz Characters are Vitality +1."
- Poppy Field (Field • Exterior • Oz). "Non-Animat Characters are Vitality 1. 3 extra Story Points each are required for Non-Animat Characters to move from this Location." (Printed as shown; the sign before the 1 is not printed in the rulebook.)
The printed rulebook labels the Emerald City Plaza card as "an example of a Location requiring Story Points to enter" and the Poppy Field card as "an example of a Location requiring Story Points to leave."
Rules for Three or More Authors
Here are some special rules when playing with more than 2 Authors.
- Authors build the Storyline from the center out, so that the Locations end up like the spokes of a wheel. (The printed rulebook shows a diagram of the Storylines arranged this way.)
- Each Author's Storyline starts with that Author's Title Card and ends with the Title Card of the Author to their right.
- Your Characters may only move along your Storyline and may not move, nor be moved to, Locations outside your own Storyline.
Variants and Options
Constructing Your Own Story Pack
Although The Card Game of Oz comes with 4 pre-constructed Story Packs, players will find it fun and challenging to customize their Story Packs using cards from this game and upcoming expansion series to create unique Story Packs all their own. Here are some guidelines in Story Pack construction:
- Each Story Pack must have at least 40 cards.
- There is no limit to the number of cards in a Story Pack, but a maximum of 60 cards is suggested for the best play experience.
- Using a Locations Folio of 13-16 Locations is recommended. You should use only one copy of any named Location in your Folio.
- You may have up to 3 copies of any named card in a Story Pack.
Challenge Mode
In this variant, players determine a specific set number of rounds and play to see who can earn the most Vitality Points.
- For a short game, or a challenging game of solitaire, try just 6 rounds.
- For a medium game, play 9 rounds.
- For a long game, go through 12 rounds.
Solitaire
Test your story-building skills on your own! To play solo, simply set a number of rounds: six for a short game, eight for a medium game, ten for a longer game. You must have a Prime Character at "The End" by the end of the game to score any points. Beyond that, the objective is to score as many points as possible.
Extended Mode
If you really want a marathon of Oz fun, pump your Storylines up to 4 or more Locations per Author!
Quick Reference
- Animat: This keyword is for Characters that are alive but not living flesh and blood. A Latin word that means "instilled with life".
- The Archive: A stack of cards that have been removed from play. These should be face-up, with the most recently archived card on top.
- Archive: Removing cards in play from a Storyline, or from an Author's hand.
- Banish: Removing cards from the game altogether.
- Flying: Characters with this ability may ignore any or all game text of Locations. They are not affected by any movement restrictions nor costs.
- Immovable: Characters and Objects with this limitation may never move nor be moved. When a Location is archived, immovable Objects and Characters are also archived with the Location.
- Keywords: Words you will find on many cards that are referenced by other cards.
- Prime: Characters with this keyword are the only Characters that can be used to end the game.
- Steadfast: Characters with this limitation may not move during a normal Move (by Story Action or Bonus) in a Turn. They can only move when directed to by use of another card.
- Swimming: Characters with this ability are immune from movement restrictions and costs at Water Locations.
- <: reads as "is less than"
Story Packs 2, 3, and 4
Story Pack #2 (Witches & Women)
Locations
- Henry & Em's House
- Little Brook
- Yellow Brick Road
- Yellow Brick Road • Dark Forest
- Yellow Brick Road • Green Meadows
- Poppy Field
- Farm House
- Palace Gates
- Castle of the Wicked Witch of the West
- Yellow Castle
- Field of Buttercups
- Ruby Palace of Gayelette
- China Country
- Glinda's Palace
Game Cards
- Aunt Em
- Doroth • Kansas Farm Girl
- Sleeping Through the Storm
- Farm House • Object of Destruction
- Welcoming Committee
- Destruction of the Wicked Witch of the East
- Good Witch of the North
- "There were only four witches in all the Land of Oz."
- "There is but one Wicked Witch in all the Land of Oz."
- "Aunt Em has told me that the witches were all dead."
- "Who is Aunt Em?"
- "There are no witches left, nor wizards..."
- "That is the end of her."
- Silver Shoes
- "There is some charm connected to them."
- Good Witch's Kiss
- Munchkin Celebration
- "White is the witch color."
- "Blue is the color of the Munchkins."
- "What happened in the world before that time is all unknown to me."
- Wicked Witch of the East
- Nimmie Amee • Woodman's Fiancé
- Nick Chopper • Woodman
- Split Into Two Halves
- Tree Full of Nuts
- Kalidah
- Stork
Story Pack #3 (The Great Outdoors)
Locations
- Uncle Henry's Farm
- Henry & Em's House
- Little Brook
- Yellow Brick Road • Dark Forest
- Clear Water Spring
- Yellow Brck Road • Impassible Growth
- Great Ditch
- Poppy Field
- Yellow Castle
- Field of Butter Cups
- Field of Daisies
- Thick Wood
- Disagreeable Country
- Steep Rocky Hill
Game Cards
- Dorothy • Kansas Farm Girl
- Toto
- "I'll go look after the stock."
- Cyclone
- Sleeping Through the Storm
- Welcoming Committee
- "Aunt Em has told me that the witches were all dead."
- "I don't know where Kansas is."
- Silver Shoes
- Bread and Butter
- Basket
- "Blue is the color of the Munchkins."
- "How far is it to the Emerald City?"
- Scarecrow
- "I am never hungry."
- Constructing the Scarecrow
- Tin Woodman
- Clearing a Passage
- Cowardly Lion
- Slap on the Nose
- Death of a Beetle
- Tin Woodman's Tears
- Tree Full of Nuts
- Chopping Down a Tree
- Field Mice
- "Toto ate a little of everything."
- Wicked Witch of the West
- Wolf Pack Leader
- Wolf Pack
Story Pack #4 (The Wizard)
Locations
- Henry & Em's House
- Storm Cellar • Small Black Hole
- Yellow Brick Road
- Yellow Brick Road • Rough and Difficult
- Poppy Field
- Farm House
- Emerald City Gates
- Emerald City Plaza
- Palace Gates
- Palace Guest Quarters
- Throne Room of the Great Oz
- Yellow Castle
- Steep Rocky Hill
- Glinda's Palace
Game Cards
- Dorothy • Kansas Farm Girl
- Toto
- "Run for the cellar!"
- Cyclone
- Good Witch of the North
- "Oz himself is the Great Wizard."
- "There are no witches left, nor wizards..."
- "Who are the wizards?"
- "He is more powerful than all the rest of us together."
- "That is the end of her."
- Silver Shoes
- "There is some charm connected to them."
- "Is he a good man?"
- Magic Chalkboard
- "How far is it to the Emerald City?"
- Scarecrow
- "It is exactly in the center of the country."
- Tin Woodman
- Tin Woodman's Axe
- Nick Chopper • Woodman
- Split Into Two Halves
- Cowardly Lion
- Guardian of the Gates
- Green Glass Spectacles
- Whistle
- Dorothy • Petitioner
- Scarecrow • Petitioner
- Tin Woodman • Petitioner
Notes
The printed Notes page (booklet page 14) has no rules text; it carries only background map artwork.