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Subject: Rules review: Going into. rss

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This rules review is made with official information from Wiz-War rulebook, FAQs 1.1 and the comment of Tom Jolly and Mark O´Connor at BBG forums. However parts of this is made joining pieces of information.

I have read a lot of threads of people grumbling about the new and "complicated" rules, I have made this review to help to understand the rules, the way the "hidden mechanics" works and to find out the legal vacuums to ask for it. I think the rules are very good designed and explained but there are some subtle concepts that if they aren´t well understood can cause confusion.

This is for players that know well the game, of course never show this to a beginner before his first game ^^. It is to help players who know how to play and the cards to understand well the rules and mechanics. I know there is players who don´t like rule layering and think it is madness. I have played nice games without go into rules so deeply, it isn´t necessary to enjoy the game but it´s a way to master it. If your friends and you have some house rules to the interactions or prefer roll a die when arguing to doesn´t stop (We do it) it´s another great solution, remember this is a game and the main objective is have fun not do all right.

If the publishers want to take something of this review to the next FAQ or to make another kind of web complement with it I'll be very glad.

I´ll appreciate the feedback, corrections and comments! And sorry for my english, I know I have to improve it ^^

1.Basic concepts.
•General Glosary.
•Playing and Casting sequence.
2.Magic theory, How the spells works.
3.Counter´s and its triggers.
•The triggers.
•Counterspells effects.
4.Conflicting rules.

1.) Basic concepts:

General Glosary:

Adjacent: (not official) Two squares are adjacent when they share one side (not a corner) and both line of sight (LOS) and movement aren´t blocked between them.

"Adjacent", "Within LOS": This two kind of spells have the same requisite but adjacent require adjacency too. What is more (official), an attack from an adjacent space or the same space is, by default, an LOS attack, although this is not specified in the rules.
Energy Cards: You can only play 1 per action unless you use something like "Add".

Doors: The doors can be hold open, you only have to stay adjacent and declare it. You can hold it open out of turn but you can´t close it until your next turn. If it is sealed can´t be opened by any means, but can be broken.

Cards with two types: The cards only have the type which it is casted, so a "pain link" casted as a counter can´t be canceled with "Negate neutral".

Objects and carried items: The carried items only can be targeted if the spell specifies that (i.e. Yoink!), but not if it isn´t specifies (i.e. Universal solvent)

Magic and Mundane actions: The magic actions provides from magic cards (attack spells, Neutral spells and Counterspells), this cards are casted. The mundane actions provides from rulebook actions (punch, move) or item´s cards (dagger...) but it could provides from spells too (this usually have the mundane trait) and this cards are played. In general we have to look for critical words that helps us to distinguish between it.

For example "Stone spikes" is a spell, and It is casted but it created spikes that are thrown as a dagger, but it cannot be picked up or droped. See below.

Spells and cards that letting doing physical actions: When a card has the "mundane" trait is an mundane action, like a punch or pick up an item, this kind of card are played not casted, so it can´t be countered. There are some spell which are casted (so, they don´t have the mundane trait and can be canceled) but it let physical (so mundane) actions that can´t be canceled. How can we distinguish this kind of spell. Two tips: The target is usually the caster, but the card have others actions which are mundane actions; Search for critical words. Some examples:

Stones spikes, fireball and Ka-bong: Stone spikes´s target is the caster, and the word used is "throw" which is a mundane action, so the spell creates the spike and the caster throw it (you can counter during the cast with negate neutral or afterwards with dispell but you can´t cancel 1 spike with full shield, it is like the throw of a dagger). Fireball is a spell whose target must be in LOS, it creates a ball of flames but it is shooted at the same time, as a effect of the spell. Ka-bong creates a maul that hits the target but although it creates an "physical" weapon it´s not like stone spikes, the target type is adjacent so the whole action is magical and the spell targets (the mallet in this case is a funny appearance of a spell but is as magical as a lightning for countering). If "Ka-bong" would have similar text but the "Caster" target type the attack action would be like stone spikes, an mundane.

Stretch and Yoink!: Stretch is a spell that let the target doing physical actions in a special way. The target is the caster, whose arms become like Mister fantastic, now the caster can do one of the action printed on the spell, but this three are mundane actions: Pick up, drop and punch. Yoink! however, is an spell whose target is someone in the LOS and it takes his item (It is a very good planning not to use pick up here). With Stretch you physically takes the item, with Yoink! you teleport it from other wizard´s pocket.

Boosting spells and actions with energy: All of the spells have an basic energy of 1, you can boost it with an energy card with replaces (not add to) the energy of the spell. You can boost any spell with energy and only the mundane actions that specifies it can be boosted with energy. The energy value only add to the spell´s damage if the spells specifies it (you could cast a fireball with 1 or 10 energy but it would do 5 damage).

Energy cards and Cards with an energy value: The spells with an energy value at the bottom could be used as a spell or as a energy card, but not at the same time (This is, Either use the card, with its default energy value of 1 or use the energy to boost others spells or actions). Unless an spell have a energy value it can´t be used to boost actions or spells with energy. However the spells have a default value of 1 it´s default value cannnot be used as a energy card. (discard a card without an energy value don´t increase the movement in 1 nor letting the wizardblade do 1 damage).

VPs from kills: The source of the damage has to be an direct attack to gain de victory point. What is more, the source must be the attack not the consequences of it The damage from spells with lingering effects (like acid bath or disease) doesn´t count as an attack so it doesn´t give any VP. For example, passing an wizard through a wall of fire several times don´t get you any VPs because although mental force is an attack the source of the damage is the wall. Another one, if you cast a fireball to an enemy with 4 life and a boomstone you get the VP, but if he have 6 life you don´t.

Targeting yourself: You can only do this if the spell have the "Caster" range icon.

Spells that create walls: All of it share this requisite: Cannot be cast on a border line that is already occupied (i.e., there cannot already be a wall or door there). All of it block the LOS and movement unless the card specifies it don´t.

Objects that blocks the LOS: objects like "Rosebush" that block the LOS, let a character staying in it and fill the entire square can´t let target someone in the square from the exterior and vice versa.

Direct attack and indirect attacks, Targeting and attacking: An attack is an direct action against other wizard, sometimes actions like swap positions or steal an item, actions that aren´t offensive actions, have the attack consideration because this way you can use counterspells to stop this tricks.

An offensive attack can target an enemy wizard (like fireball), target a square (like Psychic Storm) or no target at all (like Lightning bolt) but all have attacks when affecting others wizards. Although an attack spell doesn´t target you if its effects can hurt you. A counterspell with the trigger " When you are attacked / being attacked" can be used, but not one with "When a spell targets you". It doesn´t matter if it targets you or not. Imagine it like a shoot and a grenade, both are attacks, one require more finesse targeting and the other is more like massive destruction.

Playing and Casting sequence:

1.Action declaration: The player must declare the action, show the card if the action is printed in it and add any card that modifies it (normally Neutral spells or Energy cards). Moreover, all of the target must be selected and all of the choices have to be made. These couldn´t be changed and no more adds can be played (usually Neutral Spells). Now the counterspells can be casted as a response.

2.Action resolution: The effects of the actions happens and all cards implicated in the action that aren´t in play are discarted. No more counterspells can be played against this action.

When a counter could be played the following sequence interrupt the previous:
a)Counters fase: Anyone (in any order) can play counterspells If the triggers allow it.
b)Counters resolution: The counters effects are applied one by one and the counters are discarted, when two counterspells counter the same target and the resolution order is important Its solves in turn order, beginning for the active player.

Important notes:

•The counters acts when its triggers allow, it can´t be delayed. For example, you can´t rise a Wall of earth when the Lightning Bolt is in the enemy´s square, the wall of earth always rise when the lightning is in the caster square.

•If for a counterspell the action isn´t legal anymore or can´t target anyone all cards must be discarded. The targets can´t be reelected. For example, If you cast Acid Bath with a 6 energy card and Through the corner to target a wizard and someone cast "Negate neutral" the target is not legal anymore and the tree cards are discarded (unless you can use Anti-Anti or Absorb Spell against Negate neutral)

This is only a guide of the corrects timings to help to distinguish whether an action could be done. The play should be more fluent, not so squared. I heavily recommend to wait at least 2,6 second ;P before finish an action to give some time to play counters or ask for counters.

There is some counters which a different trigger timing (like absorb spell and Shield) I recommend not to make a separate counters phase to every timing for the same reason, playing all the counters at the same time is faster and have a very slightly effect on the game, in addition sometimes could be hard to determine which spell trigger in a different timing than others, and this could be a new source of problems, it´s better to make only a counter phase per action .

2.) Magic theory, How the spells works.

This is a very subtle issue but it has a very deep impact on the gameplay, the correct understanding of it will solve some questions. Basically the magic can act in two different ways:

1.Punctual: The magic is created in the square (or between squares), in this case the spell trajectory isn´t important. It´s the default magic.
2.Vector: The spell creates an effect. Then this effect is projected towards his target, the spell travel across every single square after get its target. This have to be specified in the spell. This kind of spells are very frequent in the attack spell category but there is some exceptions, all of the curses and some special attacks, Mentalism have less than others schools for its theme.

Some examples may helps:
1.Punctual: Drop object, Zot!, Curses (Slow Death, Acid Bath),Yoink!, Swap, Brain burn, Mental force, Psychic Storm, Share life, Thought steal, Creation spells, Transformation spells, in general all neutral spells.
2. Vector: Fire darts, Globe of pain, Powerthrust, Fireball, Lightning bolt, Waterbolt, Ka-Bong!(this create a mallet), Stone death, Stretch (the range is caster but pick up, drop and puch is mundane, see "Basic Conceps").

¿Why is it important? Principally for the counterspells. The more frecuent effects of it are cancel, reduce or evade the spells, in this cases the way the magic acts isn´t relevant, but there are others effects that introduce a nuance.

For example, a punctual spell that can´t target due to a counterspell effect is canceled, the magic can´t be created, however in the same situation a vector-kind spell is casted but it can´t get its target. This subtle difference will be explain deeply in the counterspell`s section (see below).

3.) Counter´s and its triggers.

The counters are one of the mainstays of Wiz War, it provided a lot of fun but it could be a source of problems when the triggers aren´t clear. Not understand all of the options would limit the uses of it too.

The triggers:

Spell targeting something (Full shield, Anti-anti, Backlash, Null powder): These only can be casted when a spell target "something". This makes its spells situational as they only acts in concrete situations. These are useless against mundane actions. For example, Full Shield can be used against fireball but not against Lightning Bolt, Psychic Storm, a Punch or a spike from "Stone Spikes". Anti-Anti can be used against "Absorb spell" but not against "Pain link".

Spell as it is cast (Negate neutral, Absorb spell, Wall of fire): These cancel one kind of spell when it is cast, it could be more or less restrictive. Absorb spell is the most versatile, it can cancel any kind of spell. "Wall of fire" is more restricted, only cancel waterspells. These are more versatile than the previous category, you can react against spells that not target you or even your owns spells. This category is still useless against mundane actions.

When you are attacked / being attacked (Invisible, Flood, Featherweight, Gnome form, Pain link, Teleport): These spells require you are attacked but not require direct targeting, so you can defend against your owns attacks if for any reason you are affected by them. The counterspells can be casted against a magic or mundane aggression. For example, if your cast Lightning Bolt and a wall of earth is raised you can use a counter with this trigger. These usually are very useful as a defense.

An attack (Wall of earth): This category is more general than the past, currently there is only a counter with this trigger, Wall of Earth. This trigger is very versatile, this spell can be casted when an attack is declared, but not require targeting, being attacked, LOS... you can also react against your owns attacks even when your aren´t affected by them.

Damage being dealt to you (Shield): Actually only "Shield" exist with this trigger. This require that you wizard suffer damage from any source, but it is irrelevant, you can reduce the direct and the indirect damage (from Wall of Fire to punch). With enough energy is a formidable defense against direct attack, but is useless against attacks that don´t hurt you when they are casted like "Slow death", "Swap", "Stretch".

Pick a treasure (Ward, Fool´s gold): There is a nuance here. Ward state "...a target wizard...", however Fool´s Gold state "... another wizard ...". That doesn´t implies that you can cast "Ward" when you pick one of your treasures, Ward doesn´t have the "Caster" range.

Counterspells effects:

The more frequent effects of it are cancel, reduce or evade, these mechanics are very well explained in the rulebook. However there are others possibilities, some can occur today, others can´t, but when the expansions will come, Who knows?. We are going to do an imagination exercise to deeply understand the mechanic of this awesome game.

Others possible effects of counters are: Movement, Personal reactions, LOS block, Movement Block, LOS and Movement block, counterattack, Reduction of energy and redirection. These are only examples, in the future more could appear, in some the punctual and vector-kind of spell is an important nuance.

Movement: This is like "Teleport", the wizard change position, if he isn´t a valid target anymore he evade the spell. It´s important the difference between a spell that target the wizard and one that target the square. We have to remember the target can´t be re-selected so, if the target is a wizard we´ll checked whether he is still a valid target. If the target is a square the target square can´t be changed, even if the wizard move without break the line of sight.

For example: If you cast "Teleport" to counter a fireball with around the corner, when you teleport, "around the corner" can be used to target you even if you teleport behind other corner because the target of the spell is you. But if the spell casted would be psychic storm the square can´t be re-selected.

Personal reactions: This is a very general effect, like "Shield" or "Pain-link". The only things advisable is it doesn´t target the attacker or the spell, its target the caster, so spells like anti anti can´t be played against it.

LOS block: Currently don´t exist any spell with this effect. In this case the difference between punctual and vector is important. If a punctual spell can´t target it is canceled but if the LOS of a vector-like is broken the spell is still casted. In this situation a punch or a stab would be evaded too for the break of adjacency requisites.

To see the difference we are going to suppose the existence of 2 spells: "Darkness" and "Firebomb". The first have the same effect that "Dust Cloud" but it a Counter (with "an attack" trigger), Instant spell and have a global effect. The second is like fireball but when reach its target explode and damage all in the target square.

Now imagine two wizards with his backs to the wall at the two ends of a corridor. One cast Slow death (punctual), Fireball (vector-like), Firebomb (vector-like) or Globe of Pain (Vector-like) and the other counter with Darkness. What would occur in every case?

Slow death can´t target so nothing happens. Fireball is casted but his original target can´t be targeted so it´s is projected to the square of his original target, pass by and hits the wall behind it (1 crack). Firebomb acts exactly like fireball but when it reaches the wall it explodes (1 crack) doing 5 point of magical fire damage to the wizard in this square. Globe of pain go to the square and damage the wizard because it doesn´t require LOS to target (if you don't have LOS you can target with a LOS spell but you CAN target with a anywhere spell).

Movement block: This is other case without actual match. And in this one the difference between punctual and vector-like is important too. If a punctual spell can target the effect occurs but although the vector-like could target if it crash with an obstacle the spell don´t reach his objective. In this situation a punch or a stab would be evaded too for the break of adjacency requisites.

To see the difference we are going to suppose again the existence of a new spell: "Crystal wall", It´s a Neutral, Counter (with "an attack" trigger too), permanent spell which creates an wall that block the movement but not the LOS between 2 squares, this wall takes 3 cracks to be destroyed.

The same case (two wizards with his backs to the wall at the two ends of a corridor) with the same spells, Slow Death, Fireball, Firebomb and Globe of pain but this time the counter will be "Crystal wall".

Slow death, as a punctual spell, isn´t affected by the movement blocking, so it function normally. Fireball hits the wall and does 1 crack, When firebomb is countered the wall is created at the caster´s square border so it hits the wall, does 1 crack and also explode, doing 5 damage to his own caster. Globe of pain would check another possible path to its target but this spell mechanic isn´t clear to me, this will be discussed later.

In this case it´s important to clarify how visionstone works. This item let cast both kinds of spells (punctual and vector-like), gaining LOS and letting the spell pass through one wall as it isn´t exists. So in this case all of the spells can reach his target but Globe of pain, which isn´t a LOS spell and it doesn´t affected by visionstone.

LOS and Movement block: It is like Wall of Earth, the labyrinth conditions changes and when it occurs the legality of the targeting must be checked. It´s the combined case, the vectorial and punctual effects act as mention above, the punctual ones can´t target, the vector-like are proyected towards the LOS and movement block. Two squares separated by a wall aren´t adjacent (and a punch would countered).

Counterattack: Currently doesn´t exist any spell with this effect but it isn´t complicated. The only issue is specify when occur. If the trigger is targeting, casting, being attacked or an attack the counterattack solves after the original attack (because this kind of counterspells are resolved after the main action). If the counterattack kills the attacking wizard or creature probably the attacking action cancels.
But if the trigger is "Damage being dealt to you" the counterattack solves before the original attack.

Reduction of energy: And again actually doesn´t exist any effect like this. Energy reduction wouldn´t be complicated, I suppose that it only reduces the spell´s energy, If it would be equal or lower than 0 it cancels the spell.

Redirection: Other wizard re-selected the target of the spell´s, it should be specified if the interrupted player is considered the new caster or if he only choose the target´s.

4.) Conflicting rules.

Now the turn of the rules without an official response. At the end of this section there is some proposal to clarify this too.


Entering a square versus staying at it: There is some effects that triggers when a wizard or creature enters in one square, and there is some effects that let a wizard enter or stay in a square with special effects ignoring it. What´s happen if the effect that let the wizard to enter in it is canceled?. It the case of a mist body wizard staying at Rosebush or when a Big man transform in the same squares that other wizard.

There is some spells like windrider which specifies that the wizard suffers the effects but I don´t know if it is the general rule or if it only happens in that spell and the normal is the opposite. In this way there are others effects like disease which only trigger if the caster enters in the square.

Effects that "fills the entire square": See below (next section)

Ending movement and knocking back: If for any reason you can´t move (for example you are stunned and attack or you have cast teleport you can´t do any movement, magic or mundane, that let you voluntarily leave the square (Windrider or teleport).

Can you cast any spell that knock you back out or moves out of the square as a secondary consequence?. this isn´t a movement is a consequence of an attack but I don´t know if it is considered a "voluntary" movement.

Examples of this kind of movement: a waterbolt. Another example a bit more complex Ligntning bolt or psychic storm when you are under the effect of featherweigh (casted affecting yourself in your own turn). Swap could be another example.

Boosting with energy out of turn:
In the rule book state that " The active player may play any number of energy cards during a turn" this phrase is confusing to some players who think the energy cards can only be played during the active turn and not out of turn. There is some official responses in forums and the FAQs that implies you can but a official response would be great.

General actions: It would be great if all the rulebooks action would be written like a card, to see what are exactly his limits. For example, if I had to do it:
Movement: Move your wizard or creature to adjacents squares at a cost of 1 movement point per square.
Pick up: If you and 1 (target?) mobile object or treasure, remove the counter from board an put the card in your play area at a cost of 1 movement point. Before of that, You must discard a card from your hand or end a maintained spell to make room if it exceed your hand limit.
Here the difference between targeting or not targeting is important (for example in a dust cloud)
Drop: Drop target carried item at your square.
Open a door: Target an adjacent door that is unlocked to you. Open it, you may pass through it. The door re-locks after you pass through it. You may "hold the door open" for others while you are adjacent to the door. You can only open and close the door on your turn.
Punch: As an attack, target an adjacent wizard, creature or object and punch it. Punching deal 1 point of physical damage.
An additional clarification: Pick up or drop an object ends your movement action? (important to certain situations , like windrider)

Adjacent: This isn´t sufficiently clear, the description on the rule book could lead to think that if you have LOS with an square separated by a wall you are adjacent and you can (for example) punch through the wall. I`d state adjacent as: Two squares are adjacent when they share one side (not a corner) and both line of sight (LOS) and movement aren´t blocked between them.


Around the Corner: How this spells work should be specified. At the forums the general opinion is it can be casted away from the corner and it can reach any target in LOS from any squares as long as it not turn back the angle but there is a lot of room for problems in this spell.

Globe of Pain: Normally the attack spell that created a fireball, a lightning or similar works like a gun, you pull the trigger and it cracks with his objective or the first obstacle in his way, but this spell is more like a intelligent missile, it looking for his target and can maneuver.

If the movement of the globe is blocked by a counterspell, what would happen? I suppose if the globe of pain have other way to get the target it would follow the alternative path.

But what would happen if there isn´t any alternative way? The globe of pain can´t target a object but if it any is created in his way as a counterspell would the globe damage it when crashed? or if it can´t reach his target is canceled as a "punctual" spell.

Gravity: This is official, the text remains in effect during the whole duration of the spell, so if anybody play a item he must drop it immediately.

Lightning Bolt: This is official, the spell is considered 1 attack an 1 source of damage, so you can roll once for evasion and if you use a object or spell that reduce the damage you may reduce the damage as 1 source (bloodshard only reduces 1 damage, a boosted shield can reduce the damage of multiples bounces)

Officially the wizard who cast the "Waterbolt" chooses the order of the effects. The can wizard chooses to push first and then do damage or vice versa.

What would happen if the damage is reduced? Can the knock back reduced or only the damage? Who decides what reduces first, the knock back or the damage? If the waterbolt do at least 1 point of damage and the target reduce it to 0, ¿is knocking back canceled?

I think that the knocking back is the "primary effect" of the attack if it do no damage but if it do at least 1 point of damage it is considered an secondary effect so if the damage is reduced the knocking back is canceled but i´m not 100% sure.

Windrider: I suposse not but, can you interrupt the move action to drop anything or to cast another spell? I think not because the others actions interrupt the movement and end the spell.

Mist body: Oficial, The Mist body wizard cannot be attacked by any means (even if the attack doesn´t target it), but it can be damaged from a non attacking source (destroy wall, disease, slime form...)

Swap: Swap isn´t a movement, it is a teleport as a effect of an attack. Is the caster can´t move the two movement are negated or only its?

Thornbush plus Mental force: Thornbush states " immediately ends its turn" and Mental Force states "The target moves as normal, per your direction.". So if you moves as normal and run into an effect that normally ends your turn, is It cancel the rest of the movement of Mental Force?. If it not, does the pushed wizard get 1 stun marker every time he enters in the square?

: In the FAQs specifies that Homunculus only works against "line of sigh attacks", the adjacent attacks are LOS, so this line of sigh attacks includes this or it only protect against the LOS target type (only if it have the eye picture).

Booby trap: are the location of the 4 counters a choice that have to be made and announced before the spells resolves or it is an effect?, I mean If the countering player can know the location of it and then decide if counter or not. I think it is a choice that have to be announced, but the redaction makes me doubt.

Featherweigh: If the damage source is the square the player chooses the direction but What happen when the damage occurs between squares? for example when you cross walls of fire. Is any of the following?:
You pass through it and then featherweigh negate the damage and you act like the damage would done in this square.
You cross it and considerer that the damage is done from the direction of the firewall (so you can´t cross it again in order to gain 4 more movement).
You can´t cross the wall and must move 4 squares in the opposite direction.

Wall of earth: The trigger is hidden, it is an attack but is very implicit, so when anybody (including caster) cast a spell this counterspell can be used. But, according with the FAQ it can block the movement of a wizzard at the timming of the attack (featherweight, waterbolt...).

The wall last until the attack ends not only 1 hit, so if anyone cast a Lightning bolt with his back on a wall he can be fried with his own spell (if you cast a wall of earth in front of him the spell bounce a lot of times between the wall and the wall of earth).

Psychic storm: This is only curiosity. Why does it not wrap around through portals?

Pain Link: Oficial, this spell doesn´t reflect non damage effects (like stun or a curse) but, is the kind of damage reflected too? For example, a wizard wearing a Fire Cloak who casts a waterbolt and the damage is reflected, does he have to discard his Fire Cloak for being damage for water. I think not but I can´t be sure.

Astral projection
: This spell is controversial, its limit should be defined. First of all, the square have to be empty but, when the projection is in the square, is it empty to cast anything in it?. And the most important thing to know is how this spell works, It will let find the corrects solutions to the doubts. The options are:

1.It creates a fake wizard in that square that cast the spells (so he is the caster).
__1)He is incorporeal, can´t touch nothing or make physical actions.
__2)He is corporeal and can interact.

____a.The effects of the counters affects the fake wizard (pain link, backlash...).
____b.The effects of the counters affects the real wizard.

2.The caster is the wizard but he can only target and shoot from this square
3.The caster is the wizard, he can target and shoot from this square and he is considered in that square for all of the remaining effects of the spell.

I think the correct answer is 2. So the wizard can cast anything as he is in that square, but he isn´t. So spell that shoot a bolt, creates something or similar can be used normally, but the spells that implies physical movement or physical actions can´t be done and the spells that targets the caster uses his original square not the astral one. Now some difficult examples using the 2 statement:

Stretch is a "caster" type and it let the target do physical actions (pick up, drop and punch), as the caster isn´t physically in the square he can´t done any of it. On the contrary, Yoink is a spell that "teleport" an item from one wizard to your play area, the target is the other wizard not yours. This isn´t physical and it doesn´t drag the item towards you (in which case the item should be dropped at the astral square).

Windrider is a movement, and again, it is a caster type. The windrider let you to move in a straight line avoiding objects, your astral form isn´t your physicall body and even if it could move your body remains in the original square. Teleport is a difficult one, the target type is caster and the text of the spell says "move", it looks like a movement, a more magical one, but at least a movement that should start at your physical body, as occurs in the previous case, even if the astral form could teleport your physical body doesn´t move. If the type would be anywhere and the text would be something like "Choose 1 empty square within 4 squares of you (ignoring walls and other objects, but not counting diagonally) and immediately place your wizard in this square", then you could use astral projection to enhance the range of teleport.

Swap isn´t a movement, it is a real teleport as a effect of an attack. I'm not 100% sure about this interaction but should be one of this: 1, the astral projection is useless, the enemy wizard swaps with your physical form normally; 2, you teleport as you are in the projection square so at the end you go to your enemy´s square and the other wizard go to the projection square. Being a real teleport. If I have to choose one I´ll select the option 1 because you swap yourself, and your aren´t in that square.

It is clear that you can´t use a weapon or throw an item using astral projection because it is physical but, We are going to suppose a "Zot Wand", it lets, when you charge it with energy, to cast Zot to do damage. Zot is an spell and it is casted in spite of the source of the spell isn´t the wizard himself. I think he could use it.

In general it looks like targeting the caster are useless with Astral Projection. Disease, Adrenaline, the transformations, Mad Dash, Strenght, Meditate, Pain link... but in the cases that it implies movement can be confusing.

Teleport: being a movement and how it is written it implies that the big man form can´t be crossed by a teleporting wizard. Is it this way?

5.) Proposals:

First of all I have to congratulate the FFG guys and Tom Jolly for do a great work with the rules, in general all is very well explained and balanced, I know is very hard to specify all in a every card (sometimes could be counterproductive to do very complicated cards). This proposals for the designers are to help the community to understand every rule and fills legal vacuums.

Glossary of cards with an explanation of how it works: Obviously it doesn´t necessary to do with every card, the most need no explanation, but if some of it would be clarified it´d solve a lot of questions before it appears. If the FAQs questions and the complicated interactions would be added to this all would be more organized, it have already done in dungeon twister and works very well, I have seen it at the Tom Jolly´s webpage for the others editions (

I think it because, although the FAQs and the forums are a good resource of information, (It helps me to understand better the rules), it gives a punctual information, sometimes out of context, and it is hard to extract the general rules (you could, but it takes time, require a deep search at the forums and a rule-lawyer soul, not for the casual gamer). When the number of questions grow the information could be a bit disorganized and could be hard find the solution of a very concrete question.

: A difficult task to the players is deal with direct interaction that are diagonally opposite, like the mist form and big man or lightning bolt and big man. A well defined nomenclature would help to this, it not functional to put it at the cards, but in the glossary or in an appendix it would helps a lot. Now I´m in depth with it to explain what I refers:

The first thing is the play compartments in 1 square. We have the square itself and the border lines (4), each one is a watertight compartment and there isn´t any interaction.

In the square we have 2 possibilities, "Fills the entire square" (like a thornbush or a big man) or not "Fills the entire square", If both are in a square at the same time the second is into the first. So if there is an item that block LOS and Fills the entire square the wizard into the square can´t be seen for the exterior and vice versa. But this LOS blocking isn´t between the square, if there is a wall too between this two squares the wizard into the square have his LOS blocked by the bush and the wizard outside by the wall.

Rules for explosions and its interaction with the compartment (not official, this only the way I imagine it): If something explode in the square the borders lines aren´t affected but if something that explode hit something at one border line it explode, damaging all at this border line and the square compartment. If an explosion would extend to other square and there is any in the border line that block the movement it is affected but the other square isn´t (but it doesn´t block the movement both are affected). This rules aren´t necessary now because the only area of effect attack is Psychic Storm and it doesn´t damage objects.

We are going to continue with a classification of the possible interactions with the objects and transformed wizards. I´m going to try it, but it isn´t easy:

I could forget something but the possible interaction are:
•Fills the entire square, not fills the entire square.
•Block movement through the square/border line (Item block, Life block, Spell block), Enter but not cross, Exit but not enter, Enter but not exit.
•Block LOS (Block LOS to square, block LOS from square) Block LOS into the square.
•Others: Damage, Stun
•Especial: especial rules

Now every object:
Create wall, Wall of earth, Create door: "Block movement through the border line" and "Block LOS"
oWall of fire: "Block LOS" "Damage"
•Stone block: "Fills the entire square" "Block movement through the square" "Block LOS"

•Rosebush: "Fills the entire square" "Block LOS" "Damage"
•Thornbush: "Fills the entire square" "Block LOS" "Damage" "Enter but not cross" (ending the turn) "Stun"

•Booby trap: "Damage"
•Handful of tracks: "Fills the entire square" "Damage"

•Fog (not object): "Block LOS" if you are further away than 1 square
oDust cloud "Block LOS" "Block LOS into the square."

And the Wizards, spells interactions by the rules:

•Big man form: "Fills the entire square" "Blocks LOS" "Block movement through the square (Life block, but not Item block or Spell block)", Especial: Pushes wizards and Spells can´t cross its square.

•Mist body: "Move through any object except walls and stone blocks" This form let ignore all effects from the square compartment except "Block movement through the square" from Stone block. The problem is that the only object that do this is the Stone block, the card is very specify if in the future appears a card that "Block the movement through the square" it could be crossed if the text is not changed or it is specifies in the other card. This form is very specify with object, it can´t cross an wizard or creature that "Block Movement through the square "

•Lightning bolt: this spell only bounces back if it "...strikes an object that blocks movement...", so if a creature or wizard block his movement it can´t cross his square (I think the remaining movement is lost).

I hope you like it! ^^
Juan Diego De Maya (Ogid)

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