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Wizard Academy Puzzle: Perfect Victory

United Kingdom
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Original Post (All pictures can be enlarged)

I've learned a lot from running the first puzzle. This time key cards are not obscured by counters, the difficulty is more reasonable and there is a quick version of the rules which should be sufficient to find a solution. I don't think anyone fancied reading 13 pages to play a silly game. Also that's pretty unlucky and I know how superstitious gamers can get. With all of this in mind, here's the new puzzle:

Perfect Victory

The players are trying the golem summoning scenario on medium difficulty. They have golems in two of the four corners, if they can just cast the summon golem spell in the other two corners they will win. Better still, they have staffs of summon golem, meaning that they can cast the spell as a move action that costs no runes. With the mana crystal still on full life they're eagre to win this turn and score a perfect victory. Can you come up with a plan to achieve this?

The threat deck has just been shuffled and is largely unknown. The deck for randomising locations has only three cards left, 'Enchanted Well' 'Cursed Room' and 'Master's Study', but the order of these cards is unknown. Any solution should work regardless of their order.

Klicks is next to move, he is represented by the orange model. His turn will start with the "lure of power" card, which has the unfortunate effect of pulling the players away from the corners of the board. However he has the staff of golem creation and some other useful runes.

Susie will move second, her disaster will cause the existing imp portals to spawn imps and will create a new imp portal. She's represented by the Turquoise figure. She has collected the runes to cast 'Twist Dimension' as the top corner is currently inaccessible due to the walls on the Scrying Chamber and Awakened Room.

The board looks like this. Both players are near to their corners and the demon in the awakened room isn't likely to cost the players their perfect victory in the immediate future, but the 'Lure of Power' disaster will move him adjacent to the Mana Crystal so they would like to win quickly.

The spellbook contains a few locked spells that may be useful. Besides dimension twist and create golem a number of options are available to make characters faster or to provide alternate methods to bypass walls.

So, can you see how the game can be won by the end of Susie's turn without losing mana? Or can you see a way that this could technically be achieved by abusing flaws in how I've written the rules? Email me at for fame and prizes.
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