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Subject: Wizard Kings 2.0 eXXXtreme Conquest rss

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Don Lynch
United States
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Wizard Kings 2.0 eXXXtreme Conquest

The intent of these rules is to play Wizard Kings in a style of eXpand, eXploit, and eXterminate for 2 to 7 players.
Wizard Kings 2.0 rules apply except where noted below.
Changes and additional rules by Don Lynch.

There is NO Initiative Phase (4.1). Instead a player's entire turn is completed before the next player's turn starts.

Each player in turn order completes
[1] Movement (4.0), then
[2] Combat (5.0), and then
[3] Building (6.0).
Then the next player completes his turn, et cetera.


See Scenario rules (7.0) which include set-up.


Dispel Spell (p. 2, column 3) is NOT optional; it's part of the game.

Wizards may NOT use their last step to cast spell (and die in the process).

3.0 MAPS

Map 9's submerged city is considered a 1 hex island for play purposes. (Not all aquatics are submersible.)

Rivers can be forded anywhere:
Turn a) Block moves adjacent to river; ends move.
Turn b) Block crosses river (may attack subject to hexside limitation of 1).
Turn c) Block moves normally.
Fording applies during movement only,
not available for re-groups or retreats.


Non-flying Blocks must stop in any vacant cities. If neutral, attack versus neutral armies occurs in combat phase.

Initiative (4.1) is NOT used.

Stacking (4.5) exception for 'ships'; see new rules, transports (8.4).

Stacking (4.5): A Wizard may NEVER stack with a friendly wizard at ANY time; may fly over another wizard.

Stacking (4.5): Only one castle may be built in a given hex, and may NEVER be stacked with another castle at ANY time.

Pinning (4.7) is NOT used.

Allies (4.9) is NOT used.


Neutral cities are defended by 4 random Ferkin (or A2, B2, C2, and C4 blocks as we do now). Steps of defenders are equal to points of city defended. If the city is not conquered, the defenders automatically reinforce to initial levels.

References to 'player 1' now mean current player.

Combat Reserves (p.6, column 3) is NOT used.
(Optional: any blocks summoned during combat are placed in reserve.)

Neutrals may NOT be targeted by spells.

At the end of a given combat and before regrouping, check for overstacking (due to summoned blocks). Overstacked blocks are eliminated (owner's choice).

If any money blocks were eliminated by the winning side, then that player may place either a 1 point gold marker or a step 1 silver block of his color in the victorious hex during regroup as loot. Stacking conditions apply.


Building Costs (6.2) have a limitation for castles; only one step may be added to a given castle per build turn.

Rule for Captured Cities (6.4) is ignored, since players do not own a given map section. Players may leave cities vacant with the risk that any enemy who ends a move in an empty city will capture it during combat.

Merging (6.5) only requires a step reduction to one block and a corresponding equal promotion to another; merging does not necessarily require the elimination of one of the qualifying blocks. Note that 2.0 blocks sometimes have different terrain symbols on similar units and are thus NOT eligible for merging.

Henges (6.6) do not prohibit building a Wizard in the hex if money blocks are used. However, a wizard so built is NOT eligible for the free build this turn.

Castle and Transport Ship blocks may be recruited (i.e. built at step 1) in any land or partial land hex by using money blocks.

(Optional - Except for Castles and Transport Ships, blocks may only be recruited (i.e. built at step 1) at a city controlled by a player at the start of his turn. Money blocks may only build steps on pre-existing blocks except for Castles and Ships.

7.0 SCENARIO: eXXXtreme Conquest

Maps: Randomly select and randomly place, including orientation (of number) of map. Some maps may not work well for multi-player, especially one big island or 3 all-water edged maps. Also map 5, with the ring of mountains, can be an issue. Maps with land in corners are OK to butt up against water. Just results in partial land hexes or shorelines that are along a hex line.

Recommend using at least one extra map per player. Thus, with 2 players use 3 random maps; 3 use 4; 4 or 5 use 6; 6+ use 8 or 9. Maps should be placed in a rectangular pattern. Configure the maps so that the longest side is the smaller of two possible options. Being a magical world, the Kamchatka spell is in effect. That is, every hex on any one of the four map edges is adjacent to the corresponding hex on the opposite edge. Partial hexes are considered to be the same hex as the corresponding partial hex on the opposite edge. Corners can get very funky. This way no one can turtle in a secluded area of the board and everyone has multiple enemies.

Each player starts game with a race, 7 points of cities (which do not need to be connected, or even be on the same map section), and 60 build points for initial army.

Roll 2D6 to set selection order (not seating order). Each player in turn must select either a race or a city until all city points are selected. For each player, the first city selected is his capitol city and the city level gains '+2' for the game. This '+2' does count as 2 of the 7 points to start. After each round of 1 selection is completed, the selection order is reversed, i.e. last player picking becoming the first player for next round, et cetera. Note that after a player picks a race, he may not pick another race. After a player has selected a race and his 7th city point, he is out of selections and is passed over until all players have selected a race and 7 city points. For ease of play, players should then sit around map board nearest their capitol. All players immediately gain 4 additional build points which must be used toward a castle on their capitol city. This would pay for 2 steps of a C4 castle. If a player wishes he may use the 4 points toward building a B4 castle on his capitol, any additional points needed are subtracted from his starting build points.

Players now spend their remaining starting build points. While each army may contain chaos creatures, NO chaos creatures may be built with initial build points. If desired, any or all starting blocks may be built up to full strength by spending the appropriate build points. This includes all initial castle builds. Any unspent points are lost. Initial builds are placed on map (in selection order if necessary). Each starting city must have at least one block placed in it, and stacking limits do apply.

To start play, roll dice again: high roll is starting player.
Then determine direction of play for entire game: roll an additional D6;
if even, player turns proceed clockwise, if odd, proceed counter-clockwise.


Multi-player to the death can be very long, and maybe too defensive due to the attritional nature of combat. If you do not wish to play death match, the following instant victory (build) point scale is advised:

2 player, 3 maps = 21 points
3 player, 4 maps = 19 points
4 player, 6 maps = 21 points
5 player, 6 maps = 18 points
6 player, 8 maps = 19 points
6 player, 9 maps = 21 points

In case fewer maps are owned:
2 player, 2 maps = 16 points
3 player, 3 maps = 16 points
4 player, 4 maps = 16 points
6 player, 6 maps = 16 points

Instant means Instant which means as soon as achieved. Feel free to adjust VP requirements to your liking. More VP requires more time, and can more easily lead to defensive or 'kingmaker' situations.

8.0 NEW RULES (decimal numbers refer to original rules sections, e.g. 8.2 refers to section 2 of rules.)

8.2 Neutral Armies

Neutral cities are defended by 4 random Ferkin (or use A2, B2, C2, C4 as we do now). Steps of defenders are equal to points of city defended. If the city is not conquered, the defenders automatically reinforce to initial levels.

8.2.2 Spells

Note that 'Dispel' is NOT optional; it's part of the game.
Caster (casting block) may NOT dispel a 'Dispel' attempt.
In addition to spell level being subtracted from die roll, before roll either player may secretly add steps to effect result on a one step = one pip basis.
May use a hidden die for this, where a '6' face means no additional steps taken.
Each additional casting wizard step subtracts 1 from die roll.
Each additional dispelling wizard step adds 1 to die roll.
On natural roll of '1', dispel automatically fails.
A natural roll of '6' automatically dispels.

Amazon spell "Chariot Charge" results in a choice of:
A2 for duration of battle (A3 if desert) or,
B3 for this round (B4 if desert), or
Chariots immediately attack

Feudal spell 'Foes Begone' is changed to target 1 enemy unit, D6 result of 1-4 = retreat, to align it with similar spells in other races.

Note that Undead spell 'Sacrifice' is now 4D6 in version 2.0.

Optional New spell: 'Summon Chaos Creature'. All A+ wizards know this Level 2 spell. Works best if chaos creatures are stickered to white blocks. Cast during movement or building.
Place all white-backed chaos blocks in a bag. Face A+ wizard. Randomly grab 3 chaos blocks and select 1 for summoning, returning others to bag. Pay for that 1 if you want it, minus a 2 gold credit for the level 2 spell used, and place it in the wizard's hex. The rest of payment can be from city gold or money blocks. Must pay for at least step 1 or return block to bag. May buy additional step(s) if payment immediately available. Summoned chaos creature must then always be stacked with a friendly block or disappear back to bag. If eliminated, return to bag.

8.4 Transports

New unit, ship. 1 step; cost 2; move 2, Aquatic; may not attack, defends as C1 if transporting a block; may transport one block; counts as 0.3 for stacking, rounded off, thus 1 ship = 0.3 or 0 stacking points, 2 ships = .6 or 1 stacking point, et cetera.

A ship may embark a block in same hex at start of move, then move, and then debark that block after moving. When transporting, face ship flat with hidden embarked block on top of it. A block being transported does count for stacking, may not attack, and defends at 'C' level if attacked while being transported. Thus a block with a combat rating of B3 becomes C3 if attacked while being transported. Transported blocks may not move, but may attack upon debarking in enemy hex. These debarking and invading units may not retreat, and are eliminated if not victorious. Invading blocks may combine with other friendly blocks to attack. If invasion fails, opponent may sink or capture (replace with his own ship) any or all invading transports. When not invading, ships alone in a hex may be attacked, do not roll defense, and one ship may be captured or sunk for each hit taken. Surviving ships may retreat as normal in 'C' phase of combat round 2.

Chaos units and other aquatic units may not be transported.


Originally written many years ago for version 1.x rules. Mostly works off rules 2.0 now. I kept a few of the 1.x rules. Big difference here is sequence of play. Each player in turn does movement, combat, and then build. Then the next player takes his turn. Obviously the 'Kamchatka spell' refers to Risk.

Maps: I have all the published maps and made a half dozen extra to fatten the mix. I have also made 2 large maps, U.S. and Roman Empire, to play on. The U.S. map is about 8 or 9 standard maps in size, while the Roman Empire map is exactly 6 standard maps in size. Mostly we play the Roman Empire map when 5 or 6 players are available. No Kamchatka spell on Roman map. East-West Kamchatka spell in effect on U.S. map; note transport ship stuff.

Victory conditions are usually set to an instant victory build-point count, around 20 depending on player count and map count. Always good to have at least 1 more map than number of players, which leads to more manoeuvering options.

Made extra home-made labels for 3 ships per race, plus extra home-made labels for some money blocks to flesh out the race totals.

For each race I use pre-constructed 60 block armies plus an equal number of mobile money and boat blocks for each army. My armies are designed using the SWAG method to reflect strengths and weaknesses of the overall asymmetrical army design. Original version 1 blocks are part of each army except feudals (no Ferkins need apply). Thus I tried keep the advantages and disadvantages of each race intact. I did put 12 C1 units with each race, except maybe Elves with their Pixies. Only 1 hero allowed per army. I will attempt to list these in future posts. Nobody ever gets to build all their blocks of course. Just adds a lot of variety and uncertainty.

There are some chaos creatures with colored army blocks, including the 3 in the original version 1.0 army mix. Most of my chaos creatures are stickered onto white blocks, which allow them to be summoned by a wizard spell, along the lines of randomly grab 3 and pay for 1 if you want it, minus a 2 gold credit for the level 2 spell used. Summoned chaos creature must then always be stacked with a friendly block or disappear. See spells 8.2.2. Note that this works best if all the chaos creatures have same white back. Could be done with various colored blocks, but might be harder to keep track of them. I stickered 1 each of all 2.0 chaos creatures I have to white blocks.

Consider these as living rules, as they may be amended or appended in the future.


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Don Lynch
United States
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My Current Army Composition for eXXXtreme Conquest

Amazons: 68 blocks

3 A+ Charmer, fl; 1.0
1 A+ Charmer, fl
1 A1 Harpy, fl
2 A2 Bowlyn, ct
4 A2 Bowlyn, mt
2 A2 Tigress, fo
2 A2 Tigress, sw
2 A3 Medusa, sw
1 A4 Heroine, ct
2 B+ Witch, fl
4 B2 Chariot, de; 1.0,
2 B2 Chariot, de
2 B3 Siren, aq
2 B4 Elephant, fo
1 B4 Castle
6 C1 Amazon, fo; 1.0
6 C1 Amazon, fo
1 C2 Cleric
4 C2 Guardian, mt.; 1.0
2 C2 Guardian, mt
5 C4 Castle
1 Chaos; C2 Dryad, fo; 1.0
1 Chaos; B3 Trireme, aq
1 Chaos; B1 Undine, sw; 1.0
1 Chaos; A3 Wyvern, fl
3 Cx Ship, aq
5 D1 Silver
1 D2 Gold

Barbarians: 68 blocks

2 A+ Runemaster fl; 1.0
2 A+ Runeka, fl
2 A1 Archer, fo
2 A2 Valkyrie, fl
2 A3 Horsebow, de; 1.0
2 A3 Horsebow, de
1 A4 Hero, ct
1 B+ Runeka, fl
1 B1 Orcana, aq
3 B2 Mongol, -
4 B2 Viking, m2, aq; 1.0
2 B2 Viking, m3, aq
1 B4 Castle
4 C1 Spearmaid, de; 1.0
5 C1 Spearmaid, fo ; 1.0
3 C1 Spearmaid, fo
2 C2 Cleric
4 C2 Huscarl, mt.; 1.0
2 C2 Huscarl, mt
2 C2 Huscarl, ct
4 C3 Berserker, fo
4 C4 Castle; 1.0
1 C4 Castle
1 Chaos; B3 Centaur, fo; 1.0
1 Chaos; A1 Harpy, fl; 1.0
1 Chaos; A2 Hippogryph, fl; 1.0
3 Cx Ship, aq
5 D1 Silver
1 D2 Gold

Dwarves: 68 blocks

3 A+ Stonemage fl; 1.0
1 A+ Mage, fl
2 A2 Slinger, mt
2 A3 Catapult, ct
1 A4 Hero, ct
1 B+ Mage, fl
2 B1 Gnome, fo
4 B2 Khabar, 4s, mt; 1.0
5 B3 Khabar, 3s, mt
2 B3 Warbirds, fl
1 B4 Castle
8 C1 Low Guard, mt; 1.0
4 C1 Low Guard, ct
1 C2 Cleric
5 C2 High Guard, mt
4 C3 High Guard, mt; 1.0
4 C4 Castle; 1.0
2 C4 Castle
2 C5 Catapult
2 D2 Miners, mt
1 Chaos; A1 Gargoyle, fl; 1.0
1 Chaos; B2 Mermaid, aq; 1.0
1 Chaos; B3 Minotaur, mt; 1.0
3 Cx Ship, aq
5 D1 Silver
1 D2 Gold

Elves: 68 blocks

3 A+ Wicana, fl; 1.0
2 A+ Wicana, fl
1 A1 Sprite, fl
6 A2 Ranger, 4s, fo; 1.0
2 A2 Ranger, 3s, fo
2 A3 Pegasus, fl
1 A3 Assassin, fo
1 A4 Heroine, ct
2 B+ Magus, fl
4 B1 Pixie, fl; 1.0
1 B1 Unicorn, fl
2 B2 White Ship, aq
1 B4 Castle
7 C1 Glader, fo; 1.0
5 C1 Glader, fo
1 C2 Cleric
2 C3 Treek, fo
2 C4 Treek, fo; 1.0
5 C2 Undine, sw
3 C4 Castle; 1.0
2 C4 Castle
1 Chaos; A4 Basilisk, mt
1 Chaos; B2 Mermaid, aq; 1.0
1 Chaos; B3 Trireme, aq
1 Chaos; B2 Unicorn, fo; 1.0
3 Cx Ship, aq
5 D1 Silver
1 D2 Gold

Feudals: 68 blocks

3 A+ Wizard, fl
3 A1 Bowman, ct
3 A1 Bowman, fo
1 A3 Assassin, ct
1 A4 Hero, ct
2 B+ Wizard, fl
3 B1 Sergeant, fo
4 B2 Knight, de
3 B2 Kog, aq
2 B2 War Dog, fo
2 B3 Crossbow, fo
1 B4 Castle
6 C1 Spear, ct
6 C1 Spear, fo
4 C2 Cleric
4 C2 Templar, ct
3 C2 Yeoman, fo
4 C4 Castle
1 Chaos; B3 Centaur, fo
1 Chaos; B2 Hellhound, fo
1 Chaos; A2 Hippogryf, fl
1 Chaos; B3 Trireme, aq
3 Cx Ship, aq
5 D1 Silver
1 D2 Gold

Orcs: 68 blocks

3 A+ Shakla, fl; 1.0
1 A+ Shakla, fl
1 A1 Gargoyle, fl
1 A2 Queen, mt.
2 A2 Wolfhound, fo
1 A3 Assassin, mt
1 A4 Hero, ct
1 B+ Shaman, fl
4 B2 Troll, m2, sw, 1.0
2 B2 Troll, m3, sw
3 B3 Ogre, m2, fo, 1.0
2 B3 Ogre, m3, fo
2 B4 Trog, mt
1 B4 Castle
6 C1 Goblin, mt; 1.0
4 C1 Goblin, mt
2 C1 Goblin, fo
2 C2 Cleric
6 C2 Orc, mt; 1.0
2 C2 Orc, mt
3 C3 Great Orc, mt
3 C4 Castle; 1.0
2 C4 Castle
1 Chaos; A5 Dragon, fl; 1.0
1 Chaos; B3 Kraken, aq; 1.0
1 Chaos; A1 Pegasus, fl; 1.0
1 Chaos; B3 Trireme, aq
3 Cx Ship, aq
5 D1 Silver
1 D2 Gold

Undead: 68 blocks

3 A+ Necrom, fl; 1.0
1 A+ Necrom, fl
1 A1 Wraith, fl
4 A2 Deathbow, sw; 1.0
1 A2 Deathbow, sw
2 A3 Vampire, fl; 1.0
2 A3 Vampire, fl
1 A4 Bone Dragon, fl
1 A4 Hero, ct
1 B+ Necrom, fl
2 B2 Ghost Ship; aq
2 B2 Varghan, - ; 1.0
4 B2 Varghan, sw
3 B3 Ghoul, ct
1 B4 Castle
4 C1 Zombie, ct
8 C1 Zombie, sw
1 C2 Cleric
7 C2 Skeleton, de
2 C3 Mummy, de
4 C4 Castle; 1.0
1 C4 Castle
1 Chaos; B3 Kraken, aq; 1.0
1 Chaos; A1 Spectre, fl 1.0
1 Chaos; B4 Spider, - ; 1.0
3 Cx Ship, aq
5 D1 Silver
1 D2 Gold

aq = aquatic
ct = city
de = desert
fl = flying
fo = forest
mt = mountain
sw = swamp/amphibian
s = step limit (for version differences)
m = movement (for version differences)
1.0 = blocks from first edition of game.

All blocks in armies listed above share the same block color, the one specified in rules for that army.
All blocks are played 'as is', embracing any differences in editions.
In some instances I have used home-made labels to flesh out armies, including all ship labels.

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Fabio Henrique
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"Non-flying Blocks must stop in any vacant cities."

By this you mean a block cannot pass through an empty city without stopping? And why?
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Don Lynch
United States
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Sorry, there was more to this rule and I ended up breaking out part of it into the '6.0 BUILDING' section. Ended up being covered in,

"Rule for Captured Cities (6.4) is ignored, since players do not own a given map section. Players may leave cities vacant with the risk that any enemy who ends a move in an empty city will capture it during combat."

Having to stop to capture a vacant city covered both situations of player ownership and neutral ownership, and I ended up missing words. I will make changes in the near future after I re-think the wording, but here is a fix for now.

"Non-flying Blocks must stop in any neutral cities." This will cover the situation where the neutral force is constantly present until defeated.

Since I also did not correctly then modify 'vacant' to allow passing through friendly cities, change also,

"Players may leave cities vacant with the risk that any enemy COMBAT BLOCK who ends a move in SUCH an empty city will capture it during combat."

I will also define 'combat block' along the lines of any block which can naturally roll combat dice when attacking. That would exclude boats and wizards. And I will add language into the movement section to re-enforce this and make it clear that capturing is part of combat, not movement. Thus an enemy block may move through an empty friendly city, but will not capture it unless it stops. I will make these changes after I review all the necessary language.

So thank you for pointing this out. If you (or anyone) have any other questions, please send me a private message that you have posted them here, as I don't check the BGG site every day and am not in the habit of regularly reviewing previous posts. That way I will be able to get back to it sooner.


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