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Wizards & Co.

Wizards & Co. Rulebook

Table of Contents

Table of Contents

  • Game Overview
  • Components
    • Creature Cards
    • Artefact Tiles
    • Enchantment Tiles
    • Dungeon Boards
  • Setup
  • Order of Play
    • 1. Placement
    • 2. Draw cards
    • 3. Battle
      • 3.1 Action
      • 3.2 Treasure
      • 3.3 Return
      • 3.4 New dungeon / End game
    • The Two-Player Game
    • 4. Scoring
  • Advanced Rules
    • Artefacts
      • 1. Equipment Artefacts
      • 2. Monster Artefacts
      • 3. End of Game Artefacts
    • Enchantments
    • Advanced Decks
      • 1. Partially random deck
      • 2. Fully Random Deck
  • Appendix
    • Creatures
    • Artefacts
    • Enchantments

Game Overview

In Wizards & Co. up to four players will compete to raid the most gems and artefacts from a series of dungeons. To do this, they'll command identical gangs of 10 creatures by playing cards onto dungeon boards which have randomly chosen enchantments that change the rules. When a dungeon is full of creatures, there's a battle and the two players with the highest creature strength in the dungeon will get to take a valuable artefact each. Any creature that survives the dungeon might get a gem for its owner; artefacts and sets of coloured gems are worth points, but cursed gems cancel out coloured ones. The wizard with the most points at the end is the winner!

Components

  1. 88 creature cards (22 each of 4 player colours).
  2. 4 double-sided hexagonal dungeon boards.
  3. 30 artefact tiles.
  4. 12 enchantment tiles.
  5. 60 gem tokens (10 each in 6 colours).
  6. 20 cursed gem tokens (grey).
  7. 4 scoring summary cards.
  8. 4 player aid cards.
  9. 4 gem multiplier tiles.
  10. 1 battle token.

Creature Cards

  1. Strength.
  2. Name.
  3. Type, and card number.
  4. Effect phase icon.
  5. Player colour & sigil.
  6. Effect icon.
  7. Effect text.

Creature Types: Imp, Hobb, Giant, Beast, Monster.

Effect Phases: Global, Action phase, Placement phase, Return phase, Treasure phase.

Artefact Tiles

  1. Artefact type.
  2. Artefact name.
  3. Effect icon.

Artefact Types: Equipment, Monster, End of game.

Enchantment Tiles

  1. Title.
  2. Effect icon.
  3. Effect description.

Dungeon Boards

  1. Dungeon entrance (always has steps & light).
  2. Closed space (always has a wall or obstacle).
  3. Statue space (also closed).
  4. Artefact tile area.
  5. Dungeon name.
  6. Enchantment tile area.
  7. Number of players.
  8. Gem, in one of 6 possible colours & shapes.
  9. Cursed gem.

Setup

  1. Place dungeon boards on the table:

    • 2 players: use the 2 boards with 2-player icons.
    • 3 players: use the 3 boards with 3-player icons.
    • 4 players: use the 3 boards with 4-player icons.

    The side of the board with the light-coloured player icons should be face up at the beginning of the game. Leave enough space around the boards to place cards.

  2. Shuffle artefact tiles into three face-down piles: A, B, and C.

  3. Each dungeon board has an artefact area with two letters; draw artefacts from their piles and place one face up on its corresponding letter. Each dungeon should have two face-up artefacts. If you'd prefer a simpler first game, you may ignore artefact effects.

  4. Shuffle all the enchantment tiles face down. Create a face-down enchantment tile stack at the edge of the play area as follows:

    • 2 players: use 7 tiles.
    • 3 players: use 8 tiles.
    • 4 players: use 9 tiles.

    Place the unused enchantment tiles back in the game box as they will not be used.

  5. For each dungeon, draw the top enchantment tile from the stack and place it face up on the corresponding space. If you'd prefer a simpler first game, you may ignore enchantment effects.

NOTE: The term "gem" refers to any of the six different coloured gems in the game, but it does not include the grey gems. The term "cursed gem" refers only to the grey gems.

Order of Play

Beginning with the first player and proceeding clockwise, each player performs the following steps: 1. Placement, 2. Draw cards, 3. Battle.

1. Placement

If possible, the player must place one or two creature cards from their hand into one or two dungeons.

  • Only one creature may be placed at each dungeon entrance. An entrance with a creature on it is occupied and no more creatures can be placed there unless an effect on a card allows it.
  • Cards can be placed only at unoccupied dungeon entrances. It's not possible to place cards on the closed or statue spaces.
  • Cards can be placed face up or face down.
  • If the player places 2 cards, only one of them can be face down.
  • If a player has no cards in their hand, they play no creature cards and skip this phase.
  • If every available entrance in a dungeon has a card on it, that dungeon is said to be filled, and a battle will take place in that dungeon in step 3.
  • Placement effects only happen if the card is placed face up. If they are placed face down, then their placement effect is lost.
  • A player may place equipment artefacts on the creatures they play in this phase. See "Equipment Artefacts" on page 11.
  • A player may look at their face-down creatures at any time after placing them.

2. Draw cards

Depending on how many cards were placed in the previous step, the player draws a number of cards from their deck:

Cards placedCards to draw
0 (had no cards) / 1 card face up2
1 card face down / 2 cards in different dungeons1
2 cards in the same dungeon0

If a player doesn't have enough cards remaining in their deck, they draw as many as they can.

3. Battle

If no dungeons were filled in step 1, skip this step. If one or more dungeons were filled, the active player takes the battle token and a battle for the dungeon commences. If two dungeons were filled at the same time, the active player decides which to resolve first.

The battle step consists of the following 4 phases:

  • 3.1 Action
  • 3.2 Treasure
  • 3.3 Return
  • 3.4 New Dungeon / Game End

3.1 Action

Any face-down creature cards placed in the dungeon are turned face up. Then, starting with the creature to the right of the statue and proceeding clockwise, all creatures with the action phase icon can perform their action.

All creatures and their effects are listed in the appendix on page 12.

  • Some creatures have effects that can eliminate or stun other creatures:
  • An eliminated creature is immediately removed from the dungeon and put on the bottom of its owner's deck.
  • A stunned creature is immediately removed from the dungeon and put back into its owner's hand.
  • If the eliminated or stunned creature hadn't acted yet, it loses the chance to activate its effect.
  • If it has a global effect this stops working immediately.
  • The eliminate, stun, and global effects are mandatory: they affect all creatures having the type or strength required, even if they belong to the same player who owns the active creature.

Some creatures and artefacts have effects that target adjacent creatures. This means immediately adjacent. Creatures separated by a closed or empty space are not adjacent.

3.2 Treasure

For each creature they have remaining in the dungeon, players must take any gems and cursed gems shown at the entrances at which their creatures are placed. Some creatures, artefacts and enchantment tiles have an effect that is activated in this phase.

The player who filled the dungeon (the battle token is a reminder of this) takes the enchantment tile, which is worth 1 point at the end of the game. Then artefacts are awarded, depending on the sum of the strength of creatures placed by each player in that dungeon.

Remember: imps have strength equal to the total number of imps belonging to any player in that dungeon.

The player with the highest strength total takes one artefact of their choice from the dungeon. The player with the second highest total takes the remaining artefact (this is different in the 2-player game. See page 10).

Ties are broken by turn order, starting with the player with the battle token. In the rare circumstance that there are only creatures belonging to one player in the dungeon, that player takes both artefacts!

3.3 Return

Each player takes back all of their creatures from the dungeon (if any) and puts them face down under their deck in any order. There are no discard piles in Wizards & Co.

3.4 New dungeon / End game

If there are any enchantment tiles remaining in the face-down pile created during setup, then a new dungeon is generated. Turn over the dungeon tile that was just filled to its opposite side and place the artefacts and an enchantment tile on it as per setup. Start a new placement step, beginning with the player seated to the left of the player who has the battle token.

If there are no more enchantments in the face-down pile, remove the just-filled dungeon and begin another placement step without adding a new dungeon. If there are no more dungeons to fill, move on to step 4, Scoring.

The Two-Player Game

With two players, all rules are the same, except that in phase "3.2 Treasure", the player with the second highest strength can take the remaining artefact only if their strength is greater than 0 and within 3 points of the winner's strength. If the difference is 4 or more, the second artefact is discarded.

4. Scoring

Points are calculated as follows:

  • The player or players with the most cursed gems lose 3 points.
  • For each cursed gem they own, each player discards one gem. For each discarded gem, they also discard one cursed gem.
  • Players with any cursed gems left lose 1 point for each.
  • Players with gems remaining gain points for each set of different gems they own:
Number of gemsPoints
11
22
34
46
59
612
  • It is possible to have more than one set of gems.
  • Artefacts are worth points as follows:
Artefact typePoints
A (gold)7
B (silver)5
C (bronze)3
  • Each enchantment is worth 1 point.
  • The player with the most points is the winner.
  • Ties are broken by the battle tile.

Advanced Rules

In the advanced game, you'll apply the effects of artefacts and enchantments; moreover, the 10 creatures you play with will be chosen from all possible creatures.

Artefacts

There are three types of artefacts which you can use to your advantage in different ways after you acquire them from a dungeon. All artefacts are listed in the appendix on page 13.

The types of artefacts are:

1. Equipment Artefacts

When you place a creature in a dungeon, you may place up to one equipment on it. When the creature leaves the dungeon for any reason, you take back the equipment. You may place the equipment again in a future turn. You may place equipment on a face-down creature, but the equipment must be face up.

2. Monster Artefacts

When you take a monster artefact from a dungeon, you immediately take the corresponding monster card in your player colour into your hand. The card is treated as part of your deck for the rest of the game. The monster artefact remains in front of you for the rest of the game, visible to other players. The icons on the bottom of monster artefact tiles act as a reminder of the special ability of the corresponding monster card.

3. End of Game Artefacts

End of game artefacts are used at the end of the game just before scoring. They usually add gems or remove cursed gems.

Enchantments

Enchantment tiles change the rules for the dungeon they are placed on. Enchantments can affect creatures that are protected. See the appendix on page 14 for notes on specific enchantment effects.

Advanced Decks

In step 6 of setup, for the first game we have suggested a standard set of creature cards to play with (cards numbered 1-10). There are two other ways to select creature cards, but in both cases each player will have the same deck of 10 cards.

1. Partially random deck

One player separates their creature cards in different piles based on the creature type icon in the upper right corner. Then they pick: Hobb Lobber, Ogre, 3 random imps, 2 random hobbs, 2 random beasts, 1 random giant.

2. Fully Random Deck

One player shuffles together all their creature cards (not including monsters) and draws 10 randomly. All other players now take the same cards in their colours and put the other cards back in the box.

Appendix

Creatures

(Number / Name / Type / Strength / Effect Phase)

  1. Fire Imp. Imp. 1*. Action. Draw two creature cards from your deck.
  2. Air Imp. Imp. 1*. Treasure. If you take a gem at this entrance, you must take another gem of the same colour. This doesn't apply to cursed gems.
  3. Earth Imp. Imp. 1*. Action. Stun adjacent beasts.
  4. Titan. Giant. 6. Placement. Titan can't be placed face down.
  5. Ogre. Giant. 5. Placement. Ogre may be placed on an occupied entrance. Move the occupying creature to an unoccupied entrance in this dungeon.
  6. Hobb Lobber. Hobb. 1. Action. Eliminate all giants in this dungeon.
  7. Hobb Chanter. Hobb. 2. Global. All the imps in this dungeon have strength 1. This can be modified by equipment.
  8. Hobb Runner. Hobb. 2. Action. You may move Hobb Runner to another dungeon, but not if this would fill the other dungeon.
  9. Bug Bear. Beast. 3. Action. Eliminate adjacent imps.
  10. Minotaur. Beast. 3. Action. Eliminate adjacent hobbs.
  11. Water Imp. Imp. 1*. Action. You may discard a card to get a gem from the owner of each adjacent creature (they choose the gem).
  12. Void Imp. Imp. 1*. Action. You may take a cursed gem to stun the strongest creature in this dungeon. If two or more creatures share the highest strength, you may choose which is stunned.

* Imps have strength equal to the total number of imps in the same dungeon.

A. Void Dragon. Monster. *. Global. * Void Dragon's strength is equal to the number of cursed gems you have.

B. Flesh Golem. Monster. 2. Treasure. Flesh Golem gets +2 strength for each card you discard.

C. Steel Sentinel. Monster. 4. Global. Steel Sentinel has protection from all creature and artefact effects. It can still be affected by enchantments.

D. Big Blue Blob. Monster. 6. Treasure. Discard a card or eliminate Big Blue Blob. If Big Blue Blob is eliminated, you don't collect any gems from its space.

E. Rot Monster. Monster. 4. Action. The owner of each adjacent creature must discard a card. If two adjacent creatures are owned by the same player, they discard two cards.

F. Void Spider. Monster. 7. Action. You must take a cursed gem.

Artefacts

(Name / Type / Effect)

  • Axe of Unkindness. Equipment. If the equipped creature is a giant or a beast, it has +3 strength.
  • Big Blue Blob. Monster. Take the Big Blue Blob creature card in your player colour and add it to your hand. The card becomes part of your deck for the rest of the game.
  • Blessed Cup. End of Game. Discard three cursed gems.
  • Bone Charm. Equipment. If the equipped creature is a hobb, it gets +1 strength and is protected from all creature and artefact effects. It can still be affected by enchantments.
  • Broadsword. Equipment. Equipped creature has +1 strength.
  • Flesh Golem. Monster. Take the Flesh Golem creature card in your player colour and add it to your hand. The card becomes part of your deck for the rest of the game.
  • Greatsword. Equipment. Equipped creature has +2 strength.
  • Holy Defender. Equipment. Equipped creature is protected from all creature and artefact effects. It can still be affected by enchantments.
  • Holy Vial. Equipment. In the action phase, the owner of the equipped creature may discard a cursed gem.
  • Imp-Swatter. Equipment. In the action phase, stun any imps adjacent to the equipped creature.
  • Rot Monster. Monster. Take the Rot Monster creature card in your player colour and add it to your hand. The card becomes part of your deck for the rest of the game.

Enchantments

  • Of Abundance. In the treasure phase, each player takes a gem of any colour for each of their creatures in this dungeon.
  • Of Astonishing Horror. During the treasure phase, each player takes a gem for each of their giants in this dungeon.
  • Of Blood. Beasts in this dungeon have +1 strength.
  • Of Forbidden Lore. During the action phase, each player draws a card for each of their imps in this dungeon.
  • Of Fortune. Immediately add a random gem to each treasure in this dungeon. A player who takes an artefact also takes the gem on it.
  • Of Purification. At the end of the treasure phase, each player may discard a cursed gem for each of their creatures in this dungeon.
  • Of Radiance. Creatures can only be placed face up in this dungeon.
  • Of Shadow. In the treasure phase, each player takes a cursed gem for each of their creatures in this dungeon. The winner of this dungeon may discard up to 3 cursed gems.
  • Of Wonders. Immediately add a randomly selected "C" artefact to this dungeon. The winner of this dungeon takes it and one of the other two artefacts.
  • Of the Ancestors. During the treasure phase, each player may discard a cursed gem for each of their hobbs in this dungeon.
  • Of the Chosen. If a player gains an artefact in this dungeon, they may discard a cursed gem.
  • Put the battle token, gems, and cursed gems within reach of all players.

  • Each player chooses a colour (red, blue, yellow, or green) and takes the gem multiplier tile, player aid card, scoring reminder card, and all creature cards of that colour. Each colour has a unique sigil (on the back and front of each card, and on the multiplier tile) to assist colourblind players. For the first game, each player should select creature cards numbered 1-10 and shuffle them to form a face-down deck. Set aside the monster cards with identifiers A-F, and return creature cards numbered 11-16 to the box. For instructions on how to build advanced decks, see page 11.

  • Randomly select a player to go first, then:

    • 1st player: draw 2 cards & 2 cursed gems.
    • 2nd player: draw 2 cards & 1 cursed gem.
    • 3rd player: draw 3 cards & 1 cursed gem.
    • 4th player: draw 3 cards & no cursed gems.
  • Begin the game! See "Order of Play" on page 8.

  • Troll. Giant. 4. Placement. Troll may be placed on an occupied entrance if the occupying creature is face up and weaker than Troll. The occupying creature is stunned.
  • Hobb Prowler. Hobb. 2. Placement. Name a creature type (imp, giant, hobb, or beast) and look at all face-down creatures in this dungeon. Then reveal and stun all of the chosen type. You may not reveal the non-matching creatures to the other players. You may not guess "monster" as a type.
  • Hobb Caster. Hobb. 2. Action. You may move an adjacent creature of strength 2 or less to an unoccupied entrance on another dungeon.
  • Gorgon. Beast. 2. Action. Eliminate all creatures of strength 4 or more in the opposite 3 spaces.
  • Treasure Pouch. End of Game. Take a gem of any colour.
  • Steel Sentinel. Monster. Take the Steel Sentinel creature card in your player colour and add it to your hand. The card becomes part of your deck for the rest of the game.
  • Strange Skull. End of Game. Take a gem of any colour for each monster artefact you own.
  • Summoner's Tome. Equipment. In the action phase, the owner of the equipped creature draws a card.
  • Treasure Chest. End of Game. Take two gems of any colour.
  • Void Dragon. Monster. Take the Void Dragon creature card in your player colour and add it to your hand. The card becomes part of your deck for the rest of the game.
  • Void Spider. Monster. Take the Void Spider creature card in your player colour and add it to your hand. The card becomes part of your deck for the rest of the game.
  • Wicked Wand. Equipment. If the equipped creature is an imp it has +3 strength.
  • Of the Summoner. If a player places two creatures in this dungeon, they draw one card instead of none.