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Wizards of Mickey CCG

Wizards of Mickey CCG Rulebook

Table of Contents

Table of Contents

  • 1.0 The Cards
  • 2.0 The Diamagic
  • 3.0 Objective of the Game
  • 4.0 Deck Composition
  • 5.0 Playing Field
  • 6.0 Set-up
  • 7.0 Playing the Game
  • 8.0 Playing Magics
  • 9.0 Special Actions
  • 10.0 Glossary
  • 11.0 Frequently Asked Questions
  • Translator's Notes

1.0 The Cards

1.1 In Wizards of Mickey (WoM for short) the game is played with 3 different types of card, identified by their respective symbols placed at the top left of the card: Wizards (Mickey Mouse with magic staff), Magics (lightning bolt of magic) and Castles (three-towered castle). Every card, regardless of type, has one or more colours, represented by the colouring of the card itself. There are 5 different card colours: blue, yellow, black, red and green. All cards carry additional information that does not affect play: the expansion symbol, a quote from the saga, a collection code, the names of the illustrators, logos and copyright.

Some editions of WoM have cards in which game effects contain symbols, also coloured. The correct interpretation of the symbology is:

  • Mickey Mouse with magic staff, grey: generic Wizard (or Wizards), meaning a Wizard of any colour;
  • Mickey Mouse with magic staff, blue: blue Wizard (or Wizards);
  • Mickey Mouse with magic staff, yellow: yellow Wizard (or Wizards);
  • Mickey Mouse with magic staff, red: red Wizard (or Wizards);
  • Mickey Mouse with magic staff, green: green Wizard (or Wizards);
  • Mickey Mouse with magic staff, black followed by a word that indicates its colour: Wizard (or Wizards) of the colour indicated by the word that follows it. If no colour is specified, it means any Wizard (or Wizards), regardless of colour;
  • Lightning bolt of magic, grey: generic Magic (or Magics), meaning a Magic of any colour;
  • Lightning bolt of magic, blue: blue Magic (or Magics);
  • Lightning bolt of magic, yellow: yellow Magic (or Magics);
  • Lightning bolt of magic, red: red Magic (or Magics);
  • Lightning bolt of magic, green: green Magic (or Magics);
  • Lightning bolt of magic, black followed by a word that indicates its colour: Magic (or Magics) of the colour indicated by the word that follows it. If no colour is specified, it means any Magic (or Magics), regardless of colour;
  • Three-towered castle, grey: generic Castle, meaning a Castle of any colour;
  • Three-towered castle, blue: blue Castle;
  • Three-towered castle, yellow: yellow Castle;
  • Three-towered castle, red: red Castle;
  • Three-towered castle, green: green Castle;

1.2 Wizard cards: these represent the characters that make up the team of Wizards. These cards have a customised front and back. Each Wizard has a name, a title, a team affiliation and abilities that generate game effects. The team must be made up of exactly 3 Wizards. It is not possible to have two Wizards with the same name within the same team.

1.3 Magic cards: these represent the spells that the Wizards of the team cast during the challenges to conquer the Diamagic in play. Each Magic has a name, a Magic Power and game effects. It is not possible to have more than 3 Magics with the same name within the Magic deck.

1.4 Castle cards: these represent the places in which the challenges between the Wizards take place. Each Castle has a name and game effects. It is not possible to have two Castles with the same name within the Castle deck. Castle cards, unlike the others, are oriented horizontally.

2.0 The Diamagic

2.1 To play a game of WoM it is necessary to have a standard set of Diamagic tokens. There are 4 colours: blue, yellow, red and green. Each time Diamagic are conquered during the game, they are assigned to a Wizard of one's own team. To win a game of WoM it is necessary to conquer Diamagic, regardless of colour. The number of Diamagic varies according to the type of challenge being played. In the game, Diamagic are also identified, where applicable, by a special symbol (magic crystal).

Some editions of WoM have cards in which game effects contain Diamagic symbols, also coloured. The correct interpretation of the symbology is:

  • Magic crystal, grey: generic Diamagic (or Diamagic, plural), meaning Diamagic of any colour;
  • Magic crystal, blue: blue Diamagic (or Diamagic, plural);
  • Magic crystal, yellow: yellow Diamagic (or Diamagic, plural);
  • Magic crystal, red: red Diamagic (or Diamagic, plural);
  • Magic crystal, green: green Diamagic (or Diamagic, plural);
  • Magic crystal, black followed by a word that indicates its colour: Diamagic (or Diamagic, plural) of the colour indicated by the word that follows it. If no colour is specified, it means any Diamagic (or Diamagic, plural), regardless of colour.

3.0 Objective of the Game

3.1 MiniSfida (MiniChallenge): a friendly game between two players whose objective is to conquer 4 Diamagic with their team of Wizards.

3.2 Grande Sfida (Grand Challenge): a friendly game between two players whose objective is to conquer 6 Diamagic with their team of Wizards.

3.3 Sfida Ufficiale (Official Challenge): a competitive contest between two players whose objective is to conquer 6 Diamagic with their team of Wizards.

4.0 Deck Composition

4.1 To play a MiniSfida of WoM, each player must have:

  • a team of Wizards made up of exactly 3 Wizard cards. It is not possible to have two Wizards with the same name within the team;
  • a Magic deck made up of exactly 25 Magic cards, with a maximum of 3 copies of each card with the same name. The Magic deck may not contain cards of a colour different from those of the Wizards of its own team;
  • a Castle deck with exactly 5 Castle cards, with at most 1 copy of each card with the same name. Castles of any colour may be used.

4.2 To play a Grande Sfida or an Official Challenge of WoM, each player must have:

  • a team of Wizards made up of exactly 3 Wizard cards. It is not possible to have two Wizards with the same name within the team. Moreover, in an Official Challenge, it is not possible to have two Wizards with the same identical ability and, for each Wizard that belongs to a Team different from the declared one, 1 is subtracted from the team's Final Magic Power. Example: if a player declares the team Wizards of Mickey and two of the team's Wizards belong to different Teams, 2 is subtracted from that team's Final Magic Power.
  • a Magic deck made up of exactly 40 Magic cards, with a maximum of 3 copies of each card with the same name. The Magic deck may not contain cards of a colour different from those of the Wizards of its own team. In an Official Challenge, the total sum of the Magic Power of all the cards in the Magic deck must be equal to or less than 80;
  • a Castle deck with exactly 8 Castle cards, with at most 1 copy of each card with the same name. Castles of any colour may be used;
  • in an Official Challenge only, each player may field a Support deck of 10 cards, into which they may insert: Wizards of the same declared team affiliation. Wizards with the same name as those already in the team may be inserted, provided they have a different title; Magics of the colours of the Wizards of the team or of the Support deck. Between the Magics of the deck and of the Support deck, there may be at most 3 copies of each card with the same name; Castles of any colour.

5.0 Playing Field

5.1 During a game of WoM the cards are laid out on the playing surface according to a layout (unless an official Playing Field is used).

5.2 A common reserve of Diamagic containing all the tokens needed to play a game is created.

5.3 In front of each player there must be an available space, defined as the side of the Playing Field, large enough to place 3 Wizard cards side by side with the adjacent ones. In front of each Wizard there must be a space large enough to play face-up Magic cards: this area is called the Area of Cast Magics. Behind each Wizard there must be a space large enough to play face-down Magic cards: this area is called the Area of Hidden Cast Magics.

5.4 The Castle deck and the Magic deck must be clearly identified and placed on the sides of the playing surface, one on each side of the team's side of the Playing Field. Each deck must have its discards beside it.

5.5 There must be an available space in the centre of the table large enough to bring a Castle into play with the Diamagic at stake on it.

6.0 Set-up

6.1 MiniSfida

6.1.1 Create a common, face-down and secret reserve of 8 Diamagic tokens, 2 for each colour (blue, yellow, red and green). No player must know the order in which the Diamagic making up the reserve are arranged.

6.1.2 Each player shuffles their own Magic deck of 25 Magics separately, then offers their decks to the opponent so that they may "cut" them, then places them on the Playing Field in two separate piles.

6.1.3 The youngest player chooses who will take the first turn.

6.1.4 Each player lines up their 3 Wizard cards, one next to the other, adjacent, to form their team.

6.1.5 Each player creates their playing hand with the top 5 cards of their own Magic deck.

6.1.6 Turns are taken until one player has not conquered 4 Diamagic.

6.2 Grande Sfida

6.2.1 Create a common, face-down and secret reserve of 12 Diamagic tokens, 3 for each colour (blue, yellow, red and green). No player must know the order in which the Diamagic making up the reserve are arranged.

6.2.2 Each player shuffles their own Magic deck of 40 Magics and the Castle deck of 8 Castles separately; they offer the decks to the opponent so that they may "cut" them, then place them on the Playing Field in two separate piles.

6.2.3 The youngest player chooses who will take the first turn.

6.2.4 Each player lines up their 3 Wizard cards, one next to the other, adjacent, to form their team.

6.2.5 Each player creates their playing hand with the top 5 cards of their own Magic deck.

6.2.6 Turns are taken until one player has conquered 6 Diamagic.

6.3 Official Challenge

6.3.1 Create a common, face-down and secret reserve of 12 Diamagic tokens, 3 for each colour (blue, yellow, red and green). No player must know the order in which the Diamagic making up the reserve are arranged.

6.3.2 Each player declares the team affiliation of their own team of Wizards.

6.3.3 Each player may replace playing cards with those from their Support deck, provided the limits set by the rules are respected.

6.3.4 Each player shuffles their own Magic deck of 40 Magics and offers it to the opponent so that they may "cut" it, then places it on the Playing Field in a separate pile from the 8-Castle deck. Beside the Playing Field, keep the 10 Support cards face-down.

6.3.5 Choose at random the player who will take the first turn.

6.3.6 The player taking the turn lines up their first Wizard in one of the three positions (centre, left side or right side) of their side of the Playing Field; the opponent then lines up 2 of their Wizards, also occupying two of the three positions on their side of the Playing Field. The first player completes the line-up with their 2 remaining Wizards; the opponent then completes their line-up with the third Wizard.

6.3.7 Each player creates their playing hand with the top 5 cards of their own Magic deck.

6.3.8 Turns are taken until one player has conquered 6 Diamagic.

7.0 Playing the Game

7.1 A game of WoM consists of a series of turns, in which the players take turns, in a different Castle, to conquer the Diamagic at stake. Each game turn is divided into phases according to the following scheme:

  • 1. Castle: the player taking the turn brings a Castle into play from their own deck.
  • 2. Challenge: the players take turns playing Magics from their hand until both teams have cast all the Magics at their disposal.
    • 2.1 Any face-down cast Magics are revealed.
    • 2.2 The modifiers to the Magics are calculated in the following order:
      • 2.2.1 Magic Power modifiers (is worth / are worth...);
      • 2.2.2 Magic Power multipliers (doubles);
      • 2.2.3 Magic Power dividers (halves);
      • 2.2.4 Positive complex modifiers (adds);
      • 2.2.5 Negative complex modifiers (subtracts);
      • 2.2.6 Positive modifiers (+);
      • 2.2.7 Negative modifiers (-);
      • 2.2.8 Modified Magic Power modifiers (the Modified Magic Power of the Magic is...).
    • 2.3 The winning team of the challenge is declared by calculating the Final Magic Power of the players and any game effects of Special Actions ().

7.2 Castle phase: the player taking the turn brings a Castle card into play, placing it in the centre of the Playing Field between the two teams of Wizards, oriented to indicate the player taking the turn. In a MiniSfida or Grande Sfida, the player taking the turn draws and brings into play the first card of the Castle deck, while in an Official Challenge the player taking the turn may choose the Castle card they want from the deck. They then take at random a face-down Diamagic token from the common reserve, look at it, and place it face-down on the Castle in play. The effect of the Castle in play affects all the players, not only the player who chose it.

7.3 The Challenge phase begins: the player taking the turn chooses a Magic from their own hand and casts it on a Wizard of their own team, placing the card in front of that Wizard, face-up.

7.4 The second player must, in turn, choose a Magic from their own hand and cast it on a Wizard of their own team.

7.5 The player taking the turn now casts a new Magic on a Wizard of their own team who has not already cast one in this turn (therefore a different Wizard from the one chosen in point 7.3).

7.6 The second player does the same, and so on until every Wizard of both teams has cast a Magic (save for exceptions).

7.7 At this point any face-down cast Magics are revealed.

7.8 Both players count their own Final Magic Power by adding the values of the Magics cast and/or cast face-down by the Wizards of their team, considering all the modifiers present in play (the effects of all the cards in play are considered, including the effect of the Castle, which affects all the players).

7.9 The Challenge phase ends: the team with the greater Final Magic Power is awarded the Diamagic at stake in the Castle in play in this challenge. In case of a tie, no one player wins them: the Diamagic remain at stake for the next challenge, to be added to the Diamagic of the new turn.

7.10 Diamagic phase: the player who has conquered one or more Diamagic assigns them, placing them face-up on top of one of their own Wizards.

7.11 The Discard phase begins: both players discard all the Magic cards played in this challenge, placing them face-up, in the order they prefer, in the discard pile of their own Magic deck.

7.12 The owners put the Castles brought into play in the challenge just concluded in the discard pile of their own Castle deck.

7.13 Draw phase: both players draw 3 cards from their own Magic deck and add them to their own playing hand. Each player may have at most 5 cards in hand: if, for any reason, a player should have more than 5 cards in hand, they must choose which to discard to reduce them to 5.

7.14 A new turn begins in which the player who played second in the previous turn becomes the new first player, and vice versa.

8.0 Playing Magics

8.1 Playing Magics: Magic cards are played from the player's own hand, into the play area in front of or behind the Wizard of their own team who actually casts them (cast or cast face-down). Normally, a Wizard may cast (or cast face-down) only one Magic in a challenge.

8.2 Casting Magics: the Magic card is placed face-up in front of the Wizard who is casting it, in the Area of Cast Magics. Depending on the Wizard who casts it or on the Castle in which the challenge takes place, Magics may vary their game effect and/or modify their own Magic Power. Some Magics influence the Magic Power of the Magics in play; others have Special Actions, etc. When a Magic enters play, the effects of its Special Actions are immediately applied and any other effects must be declared. The effects of Magics are valid only while that Magic is in play (Magics that are discarded or in the players' hands are not considered in play). Every Wizard of both teams must have cast a Magic: at that point the Final Magic Powers of the teams are counted and compared.

8.3 Casting Magics face-down: some effects of Magics or abilities of Wizards allow Magics to be put into play in the Area of Hidden Cast Magics, behind the Wizards of their own team. These Magics are played face-down, in place of the Magics of that turn (or in addition, if specified by the effect). If played as a substitute, a cast face-down Magic satisfies the condition of having cast a Magic with that Wizard. Magic cards cast face-down may be looked at by their owner at any time.

When a Magic cast face-down is revealed, it is considered to have no effect, unless otherwise specified. Casting face-down a Magic is not considered "casting a Magic" but a substitute effect: therefore it is not subject to the game effects that target Magics cast, but it is subject to those that act on Magics cast face-down or in play.

8.4 Calculation of the Modified Magic Power: start from the Magic Power of the Magic, applying any modifiers generated by game effects in the following order:

  • Magic Power modifiers (is worth / are worth...);
  • Magic Power multipliers (doubles);
  • Magic Power dividers (halves);
  • Positive complex modifiers (adds);
  • Negative complex modifiers (subtracts);
  • Positive modifiers (+);
  • Negative modifiers (-);
  • Modified Magic Power modifiers (the Modified Magic Power of the Magic is...).

8.5 Special Actions: these are keywords printed in bold italics within the game effects of the cards. A card has a Special Action when it can or could carry out that Special Action, or when a game effect makes it gain the possession of that Special Action. When a card that has a Special Action is played, this is carried out immediately, without any player having the chance to play cards. Example: a card with the effect "Block the opposing Wizard if the Wizard casting this Magic has a red Magic Crystal" is considered a Magic with the Block Special Action even if the Wizard does not have a red Magic Crystal, since it could carry out the Block Special Action.

On the contrary, a Magic that makes another Magic gain a Special Action, without itself generating it, is not considered a Magic that has the Special Action itself.

A Magic may never have the same Special Action more than once. Example: an effect allows a Sotterfugio Magic to gain Sotterfugio; the additional effect is cancelled and the Magic simply keeps its own ability.

8.6 Wizard abilities: unless otherwise specified, the game effects of a Wizard's abilities apply only to the Magics cast (or cast face-down) by that Wizard and are applied after the effects of the Magic have been resolved. Example: if a Wizard allows a Special Action to be carried out, this is carried out after the effect of the Magic that was cast has been resolved.

8.7 Conflicting effects: if the game effects of two or more cards conflict with one another, prohibition, prevention, cancellation, impediment, annulment, etc. effects take precedence. Example: the game effect of a Magic card cast by a Wizard of the opposing team forbids casting a Magic face-down, and the effect of one of your own Magic cards is "you may cast a Magic face-down"; the prohibition takes precedence, and the game effect of the second card does not apply.

8.8 Drawing: when cards must be drawn, unless otherwise specified, it means drawing cards from the top of the Magic deck. If at any time a player does not have enough cards in the Magic deck, they must reshuffle all the discards, recreating the Magic deck.

8.9 Discarding: when cards must be discarded, unless otherwise specified, it means discarding cards from the playing hand.

8.10 Discarding Magics from play: even if discarded as a result of a game effect, a Magic cast (or cast face-down) by a Wizard is in any case considered cast (or cast face-down), and therefore counts towards the limitation of casting at least one Magic with each Wizard during the challenge. The Wizard may cast (or cast face-down) another Magic if the Magic it has cast (or cast face-down) has been discarded.

8.11 Limitations on playing cards: if an effect prevents a player from casting Magics by means of a limitation, that player must demonstrate their inability to play cards by revealing their hand. Example: if they cannot cast Magics with Magic Power 4 or higher, they must reveal their playing hand to the opponents to show that they have only Magics with that Magic Power. If the limitation that prevents playing persists, and the opponent has also finished playing cards, the challenge ends.

8.12 Passing: a player whose team has cast all of the Magics available to it, but could still do so, may decide to pass. Example: a Wizard whose cast Magic has been discarded. By passing, that player may not play other cards until the end of the challenge.

8.13 Randomness: when a game effect requires a player to make a random choice of a card, to guarantee randomness the card must be chosen by the opponent, without being able to look at the face of the cards, or drawn at random. Examples: discard a card at random, cast a Magic at random, etc.

8.14 If a card has a game effect that contradicts the rules, the card always takes precedence.

9.0 Special Actions

9.1 Some cards carry, in the game effect, in brackets where possible, the explanation of the extended meaning of the Special Action. This solution has the purpose of helping players who are not expert to understand its effect without having to consult the rules. Whether this text is present or not where it is absent, the effect of the Special Action does not change, even where printing errors are present.

9.2 Cancel (make Plain): mandatory effect. Cancels the game effect of the card (or cards) targeted by Cancel, which now has no effect and is considered a Plain card.

9.3 Block (cannot cast Magics): mandatory effect. The Wizard (or Wizards) targeted by Block cannot cast Magics. This counts as an explicit limitation that prevents casting Magics. If a Wizard targeted by the Block effect can cast face-down a Magic, it may do so, but is not obliged to.

9.4 Confuse (cast a Magic chosen at random): mandatory effect. Obliges the opponent to cast a Magic with the Wizard (or Wizards) targeted by Confuse, unless that Wizard has already cast (or cast face-down) one. The player chooses at random a Magic: the opponent shows the chosen card and, if possible, must cast it on their own Wizard. Otherwise, the opponent must cast a Magic of their choice on that Wizard. A Magic cast by effect of Confuse counts as a Magic cast by the opponent and therefore as a Magic cast in their phase.

9.5 Continue (if cast face-down, remains in play in the successive challenges): mandatory effect. A Magic with the Special Action Continue, if cast face-down, in the Discard phase is not discarded from the game, but remains in play, revealed, in the Area of Hidden Cast Magics. For subsequent turns its game effects apply.

9.6 Corrode (you may discard a card to discard the Magic cast): optional effect. If, by effect of Corrode, the player discards a card from their own hand, the card discarded from play is the Magic cast by the Wizard (or Wizards) targeted by Corrode. In some cases, the targets of Corrode are specific (example: the Static Magics): in this case all Magics cast that belong to that category are discarded from play. If a Magic is immune to the effects of opposing Magics, it is immune to Corrode only if the target is the Magic and not the Wizard.

9.7 Corrupt (you may discard two cards to discard an owned Diamagic): optional effect. If, by effect of Corrupt, the player discards two cards from their own playing hand, they choose and discard one Diamagic owned by the Wizard (or Wizards) targeted by Corrupt.

9.8 Untouchable (cannot become Plain): mandatory effect. The card (or cards) is immune to any game effect that makes the card Plain (example: Cancel). An Untouchable Magic cast face-down is in any case considered without effect, since it is not made Plain, but only considered without effect.

9.9 Recover (if you have fewer than three cards in hand, draw a card): mandatory effect. The player draws a card if their playing hand consists of fewer than three cards (that is, of two cards, of one card or of no card). Recover is considered an effect that allows the player to draw cards, and is therefore the target of effects that influence drawing or having drawn a card.

9.10 Reveal (reveal all the opposing hidden Magics): mandatory effect. All the opposing Magics cast face-down are revealed. All Magics revealed in this way are moved to the Area of Cast Magics. Those Magics continue to be considered without effect. If a Magic targeted by Reveal cannot be moved, it is discarded from play. Example: the space in the Area of Cast Magics is already occupied by another Magic.

9.11 Swap (swap possession of 2 Diamagic): mandatory effect. Choose two Wizards who own Diamagic. Choose one owned Diamagic from each and swap their possession. This move is not considered to conquer Diamagic.

9.12 Solitary, left/centre/right side (this Wizard is considered a whole team): mandatory effect. A Wizard who has the Special Action Solitary must be composed of three cards with the same name, the same title and which all have the Special Action Solitary. If the Special Action has a position, the cards must be lined up in the indicated position (left side, right side or centre) and may not change position.

9.13 Trickery (if there are two or more Trickery Magics in play, they become Plain): mandatory effect. When there are two or more Trickery Magics in play, these Magics lose the effect and each one is considered Plain. A Trickery Magic made Plain by a game effect other than Trickery, or considered without effect, is not considered a Trickery Magic in play. The effect is generated by the card itself, and even if the card is immune to other Magics, it still becomes Plain when it is cast as a Trickery Magic.

9.14 Break (discard a Continue Magic in play): mandatory effect. By effect of a Break Magic, a Magic with the Continue Special Action, chosen as the target, is discarded from play. The target does not necessarily have to be an opposing Magic.

9.15 Static (discards Static Magics from play when a Teletrasporto Magic is played): mandatory effect. When a Teletrasporto Magic is cast, all Static Magics are discarded from play. The effect is generated by the card itself, and even if the card is immune to other Magics, it is in any case discarded when a Teletrasporto Magic is cast.

9.16 Teletrasporto (replace the Castle by placing a new Castle from your deck): mandatory effect. The Castle in play is replaced, but not discarded, by a new Castle brought into play by the player who activates the Special Action Teletrasporto, placed on top of the previous Castle in play. The Castle enters play following the rules of the challenge in progress: in a MiniSfida or Grande Sfida, draw the first card of the Castle deck; in an Official Challenge, the player chooses the card from their own Castle deck. The Diamagic at stake are now on the new Castle. No further Diamagic tokens are added, unless otherwise specified by the game effect of a card.

10.0 Glossary

10.1 Adjacent (Wizard): the Magics of one's own team placed side by side, both to the right and to the left, are considered adjacent. A Wizard in a side position will have adjacent only the central Wizard.

10.2 Team affiliation (Magics): the declaration of membership of a team of Wizards. Wizards of a team different from the declared one are not considered affiliated.

10.3 Assign (Diamagic): to attribute a Diamagic to a Wizard. From this moment on, that Wizard possesses that Diamagic.

10.4 Opponent: the other player. The Wizards of the other player are also called the "opposing team" and the Magics played by those Wizards are called "opposing Magics".

10.5 Face-down (card): a card face-down in play (for example, a Magic cast face-down, a substitute Castle, etc.) is considered to have no name, game effect, colour or Magic Power.

10.6 In play: the Wizards of each player's team are considered in play, as are the cards in the Area of Cast Magics and Area of Hidden Cast Magics, and the Castles in play at the centre of the Playing Field.

10.7 Gain (Special Action): there are game effects that make a card gain Special Actions. The card that gains a Special Action is considered as if it had the keyword in bold printed in its own game effect.

10.8 Immune to: a card immune to a specific card (for example "immune to Magics") suffers no effect of the game, neither positive nor negative, from the effects of that particular type of card.

10.9 "Name": when a game effect repeats words in quotation marks (for example "Sifone Mistico") it indicates that all cards that include those words in their own name are targets of the effect (in the previous example, every card that has the words "Sifone Mistico" in its name is a target of the Magic: the card named Sifone Mistico Tipo Vortex is, for example, a target).

10.10 Numbers: cards that show numbers, in figures or in words, in the game effect indicate a value that is to be understood, in game terms, as a single game action and not as the sum of units. Example: "Draw two cards" means the player takes the first two cards from the top of the deck in a single game action, and not as having drawn a card twice in a row.

10.11 Opposite (Wizard): indicates the Wizard of the opposing player who is in the position opposite one's own, that is, directly facing one's own.

10.12 Position (left side/centre/right side): cards that have this indication in the game effect must be played in that precise position and may not change it. Example: "Solitary, left side": this Wizard must be lined up on the left side of the team and may not change position during the game.

10.13 Possess (Diamagic): the Diamagic possessed by a Wizard are the tokens placed on that Wizard's card.

10.14 Possess (Special Actions): when a game effect contains the keyword printed in bold, or gains a Special Action, or makes a card possess a Special Action. A Magic card that for any reason possesses a Special Action is also considered a Magic of that type (example: Teletrasporto Magic).

10.15 Magic Power: the number printed at the top left of Magic cards. Game effects that refer to the Magic Power of other cards always refer to this number, ignoring any modifiers.

10.16 Final Magic Power: the value that includes the sum of the Magic Power, possibly modified by game effects, of the Magics cast by the Wizards of a team at the conclusion of a challenge. The Final Magic Power may never have a value less than 0.

10.17 Modified Magic Power: the value of the Magic Power of a Magic card, modified by any game effects. The Modified Magic Power may never have a value less than 0. The Modified Magic Powers of the Magics cast by the Wizards of a team, added together, form the Final Magic Power of that team for the challenge in progress.

10.18 Make (Special Action): there are game effects that allow making Magics possess Special Actions. A card that has been made to possess a Special Action is NOT considered to have the keyword in bold printed in its own game effect.

10.19 Reveal (Diamagic): show the Diamagic tokens at stake in a Castle in play.

10.20 Reveal (Magics): show the Magics cast face-down.

10.21 Plain: a Plain Magic has no game effects.

10.22 Challenge: the challenge begins when the Wizards begin to cast Magics and ends with the calculation of the Final Magic Power.

10.23 Replace (Castle): if, by effect of the Special Action Teletrasporto, a new Castle enters play, it replaces the previous one, whose card is considered face-down (covered).

10.24 Team: the set of three Wizards of a player.

10.25 Team: the team affiliation of the Wizards, indicated on the Wizard card. Some examples of teams are: Wizards of Mickey, Black Phantom, Luna Diamante, etc. In an Official Challenge the player must declare the team affiliation of their own team of Wizards. For each Wizard not affiliated with the declared team, the Final Magic Power is reduced by 1. "Legendary Wizard" is not considered a team affiliation for the purposes of affiliation.

10.26 Turn: a game turn that begins with the reveal of a Castle and ends when the players draw the 3 Magic cards at the end of the turn.

11.0 Frequently Asked Questions

11.1 The present rules, for their correct interpretation and application, imply that game actions not covered here are not permitted. In an Official Challenge, any interpretation and application of these actions is left to the unappealable judgement of the referees designated by the organisation.

11.2 For any further updates to the rules, errata, or answers to frequently asked questions, consult the official website at: www.newmediaonline.it/wom

Translator's Notes

  • The source PDF is an 8-page scanned Italian rulebook (version 2.5.2, 4 June 2009) with no text layer. Page headers and the publisher contact and copyright block on the last page have not been transcribed.
  • Italian game terms are translated as follows: Maghi = Wizards; Magie = Magics; Castelli = Castles; Diamagic = Diamagic (kept as in the source); Sfida = Challenge; Semplice = Plain; Campo di Gioco = Playing Field; Area delle Magie lanciate = Area of Cast Magics; Area delle Magie lanciate nascoste = Area of Hidden Cast Magics; Sotterfugio = Trickery; Continua = Continue; Scartare = Discard; Pescare = Draw.
  • Where the source's own printed text is a template with an ellipsis, such as the Magic Power modifier labels (vale/valgono...) and the Modified Magic Power label (la Potenza Magica Modificata della Magia è...), the English keeps that same ellipsis.
  • Section 10 (Glossary) has been transcribed in full; examples in italics are kept as printed.

Hmm wait — I wrote 9.14 with the trailing text cut. Also 8.11 example: I wrote "If the limitation that prevents playing persists, and the opponent has also finished playing cards, the challenge ends." — The source (right at 8.11): "Se la limitazione che impedisce di giocare persiste, quando anche l'avversario ha terminato di giocare carte, termina la sfida." Good.

But I invented some things! Check against source carefully:

  • 8.13 example: "Esempio: scartare una carta a caso, lanciare una magia a caso, ecc." I wrote "Examples: discard a card at random, cast a Magic at random, etc." OK. But the source 8.13 text: "per garantire la casualità, la carta deve essere scelta dall'avversario, senza poter guardare il fronte delle carte, oppure sorteggiata casualmente." My version okay.

  • 9.4 Confondi: source: "Obbliga l'avversario a lanciare una Magia con il Mago (o i Maghi) bersaglio di Confondi, a meno che quel Mago non ne abbia già lanciata (o lanciata nascosta) una. Scegli a caso una Magia: l'avversario mostra la carta scelta, e se possibile deve farla lanciare al suo Mago. Diversamente, l'avversario dovrà far lanciare una Magia a sua scelta a quel Mago. La Magia lanciata per effetto di Confondi conta come una Magia lanciata dall'avversario e quindi come una Magia lanciata nella sua fase." Mine matches roughly except "Otherwise" fine. But "Choose at random a Magic" - source: "Scegli a caso una Magia" = "you choose at random a Magic". I wrote "The player chooses at random" — fine.

  • 9.6 Corrode: source "scarta dal gioco la Magia lanciata dal Mago (o dai Maghi) bersaglio di Corrodi. In alcuni casi, i bersagli di Corrodi sono specifici (esempio: le Magia Statica): in questo caso sono scartate dal gioco tutte le Magie lanciate che appartengono a quella categoria. Se una Magia è immune agli effetti delle Magie avversarie è immune a Corrodi solo se il bersaglio è la Magia e non il Mago." ok. Mine: "the card discarded from play is the Magic cast..." Actually source says the player "scarta una carta dalla propria mano, scarta dal gioco la Magia..." good. Note "le Magia Statica" — I wrote "Static Magics" — ok.

  • 9.8: source "La carta (o le carte) è immune a qualsiasi effetto di gioco che rende Semplice la carta (esempio: Annulla). Una carta Intoccabile lanciata nascosta è comunque considerata senza effetto, in quanto non viene resa Semplice, ma soltanto considerata senza effetto." Mine ok.

  • 9.12: source "Un Mago che possiede l'Azione Speciale Solitario deve essere composto da tre carte Mago con lo stesso nome, lo stesso titolo e che possiedano tutte l'Azione Speciale Solitario. Se l'Azione Speciale possiede una posizione, le carte devono essere schierate nella posizione indicata (laterale sinistra, laterale destra o centrale) e non possono cambiare posizione." Good.

  • 9.13: source: "Quando ci sono in gioco due o più Magie Sotterfugio, queste Magie perdono l'effetto e ognuna è considerata Semplice. Una Magia Sotterfugio resa Semplice da un effetto di gioco diverso da Sotterfugio o considerata senza effetto, non è considerata una Magia Sotterfugio in gioco. L'effetto è generato dalla carta stessa e anche se la carta è immune alle altre Magie, diventa comunque Semplice quando è lanciata una Magia Sotterfugio." — My version says "A Trickery Magic... is not considered a Trickery Magic in play. ...even if immune... it still becomes Plain when it is cast as a Trickery Magic." Hmm "quando è lanciata una Magia Sotterfugio" — "when a Trickery Magic is cast" — so the card becomes Plain when cast. Mine slightly garbled "when it is cast as a Trickery Magic" — OK-ish. Let's keep.

Note my 8.12 example: source "Esempio: un Mago a cui è stata scartata una Magia lanciata. Passando, quel giocatore, non può giocare altre carte fino alla fine della sfida." Good.

Also my 8.6 "Wizard abilities" — source "Abilità di un Mago: salvo diversamente specificato, gli effetti di gioco delle abilità di un Mago valgono solo sulle Magie lanciate (o lanciate nascoste) da esso e si applicano dopo aver risolto gli effetti della Magia." Good.

Now the file has the 9.14 line open with trailing text. I wrote "...a Magic" then " at the end — oops, I included a stray double quote at the end of new_string. Let me check: my new_string ends with "Break (discard a Continue Magic in play): mandatory effect. By effect of a Break Magic, a Magic"" — there's an unmatched quotation mark in my tool input? I wrote a Magic" at the end - Hmm, I typed a Magic". Let me fix: The next edit will complete 9.14 and it'll replace "a Magic" at end of file. I'll Edit old_string "By effect of a Break Magic, a Magic"" — need to see exact. I'll do it with the page 7 read.

Let me read page 7 first, then fix. Also the 9.14 wait: source text on page 6 bottom: "Spezza (scarta una Magia Continua in gioco): effetto obbligatorio. Per effetto di una Magia Spezza, una Magia" — continued on page 7.

/private/tmp/claude-501/-Users-boris-yankov-rulespal/fc70c539-d5ff-48b2-abce-17227fc013dc/scratchpad/34245/page-7.png
  • Three-towered castle, black followed by a word that indicates its colour: Castle of the colour indicated by the word that follows it. If no colour is specified, it means any Castle, regardless of colour.
  • Sotterfugio
    Trickery
  • 2.4 The winning team is awarded the Diamagic at stake.
  • 3. Diamagic: the player who has conquered one or more Diamagic assigns them all to one of their own Wizards.
  • 4. Discard: the Magics played and the Castles brought into play in the challenge just concluded are discarded from the game. The effect of the Special Action Continua (Continue) applies.
  • 5. Draw: the players draw 3 cards from their own Magic deck.
  • 9.9: source: "Recupera è considerato un effetto che permette al giocatore di pescare carte e quindi è bersaglio di effetti che influenzano il pescare o l'aver pescato una carta." Good.

  • 9.2 wording "Cancel" — source "Annulla (fai diventare Semplice)". "Semplice" = "Plain" in English? I used "Plain" as term — I should disclose "Semplice" = "Plain" in a source note? It's a judgment; I'll mention it in the file note. Fine.

  • 9.10 source: "Tutte le Magie scoperte in questo modo sono spostate nell'area delle Magie lanciate. Quelle Magie continuano a essere considerate senza effetto. Se una Magia bersaglio di Rivela non può essere spostata, è scartata dal gioco. Esempio: lo spazio dell'Area delle Magie lanciate è già occupato da un'altra Magia." Good.

  • 9.5 Continua: source "Una Magia con l'Azione Speciale Continua, se lanciata nascosta, nella fase Scartare, non è scartata dal gioco, ma rimane in gioco, scoperta, nell'area delle Magie lanciate nascoste. Per i turni successivi si applicano i suoi effetti di gioco." Mine ok.

  • 9.4 "Confondi (lancia una Magia scelta a caso)" — ok.

  • 9.3 Blocca: "Il Mago (o i Maghi) bersaglio di Blocca non può lanciare Magie. Questa conta come una esplicita limitazione che impedisce di lanciare Magie. Se un Mago bersaglio dell'effetto Blocca può lanciare nascosta una Magia, può farlo, ma non è obbligato." Mine good.

  • 9.11 Scambia good.

  • 9.14 truncated.