Wizards of the Wild: Forbidden Forest
Wizards of the Wild: Forbidden Forest Rulebook
Table of Contents
Table of Contents
Spells/Challenges
Like before, these are separated by level 1 and 2. Just shuffle them into your regular decks.
There is a "not suitable for solo play" icon (a single figure) if they are not suitable for solo play. There is a Familiar icon (a tree-shaped symbol) if they require you to be using Familiars. You may use the new spells and challenges in solo play if they have neither icon.
Note: Familiars and Lands are not used in solo play!
Familiars
Each player may choose one Familiar at the start of the game as a helpful companion to their Wizard. Familiars have 2 sides, a Sun and a Moon – they start on the Moon side.
(The sheet shows a Sun-side familiar and a Moon-side familiar.)
Familiars may optionally be used on your turn. Each side of a familiar will also have a condition for when the familiar is flipped (flip icon) to the other side. Often, a familiar is flipped by using it, but sometimes a familiar is flipped when a condition occurs (this may or may not occur on your turn).
Suppose Pepper began your turn on the Moon side. You buy a challenge card, Pepper flips with no other effect. Then you buy another challenge card – now you can choose to get that challenge effect twice, and you flip Pepper again. Then you somehow manage to buy a THIRD challenge card, and yes, Pepper flips back to the Sun side again.
The example familiar is Pepper the Sparrow (Familiar). Its card text is:
- Sun side: "When you buy a Challenge card, you may get its effect twice and (flip icon)."
- Moon side: "When you buy a Challenge card, (flip icon)."
Lands
These cards have an effect for all players. At the beginning of the game, shuffle them and put the deck face down near the 7 card Acolyte stack. Turn up the top Land card alongside the first Acolyte.
Each land has an EFFECT that can be optionally used only once on your turn!
Each land also has a DISCARD condition that is checked only at the end of the round. If the condition has occurred, the land is discarded and a new land is turned face up. If not, the land remains in play for the next round and no new land is turned up.
The example land is The Hermit's Hut. Its card text is:
- Effect: If you end your turn with the fewest spells, gain 2 VP.
- Discard: If any player has 2 tome and 2 arcane stored.
So each player checks their number of spell cards at the end of their turn. If they have fewer than anyone else, they gain 2 VP.
At the end of the round, if anyone has at least 2 tome and 2 arcane stored, the land is discarded and a new one is turned up. Otherwise, the land remains in play and the effect continues.