Wizard Wars
A unique collectible card game with simple rules for all ages. Rules are at the bottom.
AIR ELEMENTALS
FIRE ELEMENTALS
WATER ELEMENTALS
EARTH ELEMENTALS
RARE AND UNIQUE CREATURES
Wizard Wars Collectible Card Game
Suitable for All Ages - Super Easy - Super Simple - Super Fun
You are a mighty Wizard and have protected your lands for centuries. But now an equally powerful Wizard has issued a challenge or War! With your magical ability to conjure powerful Elemental Warriors, you prepare to do battle! Only one Wizard will survive these fast and deadly contests, and you are determined to be the victor. Defeat your foe and add his awesome power to your own and ascend to Master Wizard of the Elements!
Wizard Wards Basics
Wizard Wars is a collectable card game designed for all ages. The game play is extremely simple, yet surprisingly fun and addicting. The basic rules are easy to follow, and there is plenty of room to personalize, expand and experiment with new rules or game play features. The card deck itself is designed to be infinitely expandable, offering the potential for expansion sets and booster packs.
This guide will describe two distinct methods of playing Wizard Wars: Summon and Conjure. Both games are easy to play and use many of the same procedures, yet each is quite distinct. Summon has very simple rules, but the battle can wage for as long as 90 minutes. Conjure employs slightly more complex rules, with battles lasting from 10 to 25 minutes. Both games can be played by two or three Wizards at one time.
Both Summon and Conjure follow some basic rules.. The main rule is based on the card deck. The deck consists of the Elemental Warriors that you as the Wizard can call forth into battle. Each Elemental belongs to one of the four Elements of Nature: Earth, Air, Fire and Water. Each Element has the ability to automatically defeat one of the other Elements.
Earth smothers Air
Air evaporates Water
Water douses Fire
Fire scorches Earth
When two different Elements face off, the winner is determined by the hierarchy above.
When two Elementals of the same Element are summoned, a Battle begins. Each game type has different methods for Battles, which are described later. There is also room for Wizards to create their own Battle formats.
Each Wizard begins the game with his card deck of 24 to 48 Elemental Warriors. It is recommended that novice Wizards begin the War with an equal amount of Warriors from each of the four Elements. However, as long as all participants start with the same number of cards in their decks, each Wizard can customize their deck of Elementals in any manner that suits him.
NOTE! During each War, Wizards will be capturing his opponent's Elementals and surrendering his own. Wizards are advised to familiarize themselves with their decks if they wish to return and retrieve cards at the end of the session.
At the start of each War, the card deck of Elementals should be shuffled thoroughly. Game play is best when the Warriors are as random as possible. Re-mixing and re-shuffling of decks is allowed at any time during a War. However, all deck shuffling must be face-down. No card placement or fixing is allowed.
SUMMON
Game Start
Two or three Wizards can battle at the same time, with only minor differences in the rules. Wizards begin the game across a neutral battle field, with their Elemental decks face down in front of them. As the War begins, all of the Warriors summon forth their first Elemental by turning the top card of their deck face up. These cards are placed in the center of the battlefield and compared. Each Elemental is affiliated with one of the four Elements: Earth, Air, Fire and Water. Each Element automatically defeats one of the other Elements, described below.
Earth smothers Air
Air evaporates Water
Water douses Fire
Fire scorches Earth
If one of the summoned Elemental is able to defeat the other cards played, that Wizard captures all of the other Elemental cards.
Example 1: Wizard 1 summons Earth Elemental.
Wizard 2 summons Air Elemental.
Wizard 3 summons Fire Elemental.
Wizard 1 defeats Wizard 2 (Earth smothers Air), but Wizard 3 defeats Wizard 1 (Fire scorches Earth). Therefore Wizard 3 wins the battle and captures all three Elementals.
Example 2: Wizard 1 summons Air Elemental.
Wizard 2 summons Water Elemental.
Wizard 3 summons Water Elemental.
Wizard 1 defeats Wizard 2 and 3 (Air evaporates Water).
Play continues until one Wizard captures all of the Warriors and depletes his opponents of all power. The Wizard with all of the cards wins the War and gains full control over the Elemental Forces.
Battles
If all Wizards summon Elementals from the same Element (all Fire or all Water, for example), a True Battle begins. There are three different variations on playing out a Battle. Wizards should determine the variation they wish to use at the start of the game.
Battle Variation 1: Command Rankings (preferred method)
Every Elemental has a Command Ranking listed on his card. Command Rankings range from 1 to 6, and determine that Elemental's ability to command a squadron into Battle. When a Battle begins, Wizards look at the Command Ranking of the Elemental in play, and draw that many cards from the top of his deck. The Wizard holds these cards in his hand, and may look at them but should not show his opponent. The Wizard whose Elemental has the lowest Command Ranking is allowed to go first. He then uses the Elementals in his hand to try and defeat the Elementals on the playfield. If successful, the second Wizard then uses the cards in his hand to defeat the newly played Elemental. Play continues until an Elemental cannot be defeated. The Wizard that last defeated the Elementals played wins the Battle and captures all of the cards played, including any still in the opponent's hand.
Example: Wizard 1 summons Earth Elemental.
Wizard 2 summons Earth Elemental.
Battle!
Wizard 1's Elemental has a Command Ranking of 3; Wizard 1 summons 3 cards from
the top of his deck.
Wizard 2's Elemental has a Command Ranking of 2; Wizard 1 summons 2 cards from
the top of his deck.
Wizard 2's Elemental has the lowest Command Rank, so he plays first.
Wizard 2 cannot defeat Earth with his two cards, so he passes.
Wizard 1 summons a Fire Elemental, defeating the Earth Elemental.
Wizard 2 summons a Water Elemental, defeating the Fire Elemental.
Wizard 1 plays and Air Elemental, defeating the Water Elemental.
Wizard 2 cannot defeat the Air Elemental with his remaining card.
Wizard 1 wins the Battle and captures all of the Elementals in the playfield, including the one in Wizard 2's hand.
If a Battle begins and the Command Rankings on the two Elementals are the same, Wizards summon the correct amount of cards and add up the Command Rankings from the new cards. The Wizard with the largest total Command Ranking is allowed to play first.
Example: Wizard 1 summons Air Elemental.
Wizard 2 summons Air Elemental.
Battle!
Wizard 1's Elemental has a Command Ranking of 3; Wizard 1 summons 3 cards from
the top of his deck.
Wizard 2's Elemental also has a Command Ranking of 3; Wizard 1 summons 3 cards
from the top of his deck.
Wizard 1 adds up the Command Rankings from the three cards in his hand, which
total to 10.
Wizard 2 adds up the Command Rankings from the three cards in his hand, which
also total 10.
Both Wizards select one more card from the top of their decks.
Wizard 1's 4 cards now total 11, and Wizard 2's 4 cards add up to 13.
Wizard 2 is allowed to play first.
If neither Wizard can defeat the Elementals on the playfield, all of their chosen cards are placed in a pile on the battlefield and new sets of cards are drawn. Once the Battle is won, all cards go to the winner.
Battle Variation 2: Sacrifice
This Battle variation ignores the Command Rankings and only uses the Elemental Hierarchy to determine the outcome of each Battle.
Once a Battle begins, Wizards place two Elementals face down in the playfield, next to their battling Elemental cards. Then each Wizard places a third card face up. If the new, face-up card can defeat the original Elementals already on the playfield, that Wizard captures all of the cards.
Example: Wizard 1 summons Earth Elemental.
Wizard 2 summons Earth Elemental.
Battle!
Wizard 1 summons 2 Elementals face down and a Water Elemental face up.
Wizard 2 summons 3 Elementals face down and a Fire Elemental face up.
The Fire Elemental defeats the original Earth Elementals, so Wizard 1 wins the Battle and captures all
of the Elementals in the playfield.
Battle Variation 3: Clean Defeat
This variation also ignores the Command Ranking, and is a good option for Wizards who like to play very quickly. However, a War may last quite long with this format.
Wizards place new Elementals face up in the playfield at the same time. If the new card can defeat the original Element, that Wizard captures all of the played cards. If the two new cards cannot defeat the original Element, Wizards continue to summon new Elementals face up until one of them defeats the original Elementals that began the Battle.
Example: Wizard 1 summons Earth Elemental.
Wizard 2 summons Earth Elemental.
Battle!
Wizard 1 summons a Water Elemental.
Wizard 2 summons an Air Elemental.
Water and Air do not defeat Earth, so play continues.
Wizard 1 summons a Fire Elemental.
Wizard 2 summons a Fire Elemental.
Both Wizards have defeated the Earth Elementals, resulting in a new Battle! Play continues, with both Wizards now attempting to defeat Fire.
Wizard 1 summons a Fire Elemental.
Wizard 2 summons an Earth Elemental.
Wizard 1 defeats the two Fire Elementals with Water. Wizard 1 wins the Battle and captures all
of the Elementals in the playfield.
CONJURE
The object of this version of Wizard Wars is to be the first to capture 5 of your opponent's Leaders. Leaders can be chosen at the start of the War, or selected randomly during play.
Game Start
In this variation, each Wizard places three cards face down on the Battlefield. These Elementals become the Wizard's front line defenders. Behind this line of 3 cards, each Wizard places a single card face down. This Elemental becomes the Wizard's first Leader card.
Wizards determine who is to play first by each selecting a random card from their decks. The Wizard who draws the Elemental with the highest Command Ranking played first.
Game Play
Play begins with the first Wizard conjuring an Elemental from the top of his card deck. He then places that card face up opposite one of the three face down cards in the front line of his opponent. The challenged card is turned over to reveal the Elemental, and the two cards are compared. The Elemental hierarchy is used to determine who wins the confrontation.
Earth smothers Air
Air evaporates Water
Water douses Fire
Fire scorches Earth
If the Attack card can defeat the challenged card, the attacking Wizard captures the defender as well as his original card, and places them in his discard pile. The challenger has lost a defender in his front lines, and his Leader is exposed to attack.
If the Challenged card can defeat the Attack card, the challenged Wizard captures both cards and places them in his discard pile. The defending Wizard has successfully defended against an attack, and is allowed to re-fortify his front line with a new face down card.
If the Attack card cannot defeat the challenged card (Air vs Fire or Earth vs Water), the attacker takes back his card and places it in his discard pile. The challenged card has been exposed, but remains face up on the front line.
If the Attack card and the Challenged card match, a Battle begins. Command Rank Battles are preferred for Battles during Conjure play, but any variation will work. Wizards use the Command Rankings on the Battling cards to determine how many Elemental cards to conjure. The Wizard with the lower ranked Elemental plays first and tries to defeat the Element of the two battling cards. Play continues until one Wizard cannot defeat the current Element. When the Battle is over, the winning Wizard captures all of the played cards and places them in his discard pile.
If the Attacker won the Battle, the Attacker keeps all of the played cards, and Defender loses his card on his front line and leaves a space open. If the Defender wins the Battle, he keeps all of the played cards and replaces his Defending card on his front line with a new Elemental from his deck.
Play alternates between Wizards, attacking and defending the front lines of their opponents. When two of the three defenders are defeated, the Leader is vulnerable to attack. All of the same rules described above apply when attacking an opponent's Leader.
If a Wizard is successful in defending his Leader, he captures all of the played cards, and replaces all of his defeated front line with new Elementals, including a new Leader card.
If a Leader is defeated, the attacker captures it and keeps it in a special Leader pile. The defeated Wizard refortifies his line with new Elementals, including a new Leader card. The first Wizard to capture 5 Leaders wins the War.
*****
Play with your friends and experiment with your own variations on the rules of combat. Wizard Wars is great for Wizards aged 5 to 95 and offers easy strategy, excitement, anticipation and most of all fun!
Suitable for All Ages - Super Easy - Super Simple - Super Fun
You are a mighty Wizard and have protected your lands for centuries. But now an equally powerful Wizard has issued a challenge or War! With your magical ability to conjure powerful Elemental Warriors, you prepare to do battle! Only one Wizard will survive these fast and deadly contests, and you are determined to be the victor. Defeat your foe and add his awesome power to your own and ascend to Master Wizard of the Elements!
Wizard Wards Basics
Wizard Wars is a collectable card game designed for all ages. The game play is extremely simple, yet surprisingly fun and addicting. The basic rules are easy to follow, and there is plenty of room to personalize, expand and experiment with new rules or game play features. The card deck itself is designed to be infinitely expandable, offering the potential for expansion sets and booster packs.
This guide will describe two distinct methods of playing Wizard Wars: Summon and Conjure. Both games are easy to play and use many of the same procedures, yet each is quite distinct. Summon has very simple rules, but the battle can wage for as long as 90 minutes. Conjure employs slightly more complex rules, with battles lasting from 10 to 25 minutes. Both games can be played by two or three Wizards at one time.
Both Summon and Conjure follow some basic rules.. The main rule is based on the card deck. The deck consists of the Elemental Warriors that you as the Wizard can call forth into battle. Each Elemental belongs to one of the four Elements of Nature: Earth, Air, Fire and Water. Each Element has the ability to automatically defeat one of the other Elements.
Earth smothers Air
Air evaporates Water
Water douses Fire
Fire scorches Earth
When two different Elements face off, the winner is determined by the hierarchy above.
When two Elementals of the same Element are summoned, a Battle begins. Each game type has different methods for Battles, which are described later. There is also room for Wizards to create their own Battle formats.
Each Wizard begins the game with his card deck of 24 to 48 Elemental Warriors. It is recommended that novice Wizards begin the War with an equal amount of Warriors from each of the four Elements. However, as long as all participants start with the same number of cards in their decks, each Wizard can customize their deck of Elementals in any manner that suits him.
NOTE! During each War, Wizards will be capturing his opponent's Elementals and surrendering his own. Wizards are advised to familiarize themselves with their decks if they wish to return and retrieve cards at the end of the session.
At the start of each War, the card deck of Elementals should be shuffled thoroughly. Game play is best when the Warriors are as random as possible. Re-mixing and re-shuffling of decks is allowed at any time during a War. However, all deck shuffling must be face-down. No card placement or fixing is allowed.
SUMMON
Game Start
Two or three Wizards can battle at the same time, with only minor differences in the rules. Wizards begin the game across a neutral battle field, with their Elemental decks face down in front of them. As the War begins, all of the Warriors summon forth their first Elemental by turning the top card of their deck face up. These cards are placed in the center of the battlefield and compared. Each Elemental is affiliated with one of the four Elements: Earth, Air, Fire and Water. Each Element automatically defeats one of the other Elements, described below.
Earth smothers Air
Air evaporates Water
Water douses Fire
Fire scorches Earth
If one of the summoned Elemental is able to defeat the other cards played, that Wizard captures all of the other Elemental cards.
Example 1: Wizard 1 summons Earth Elemental.
Wizard 2 summons Air Elemental.
Wizard 3 summons Fire Elemental.
Wizard 1 defeats Wizard 2 (Earth smothers Air), but Wizard 3 defeats Wizard 1 (Fire scorches Earth). Therefore Wizard 3 wins the battle and captures all three Elementals.
Example 2: Wizard 1 summons Air Elemental.
Wizard 2 summons Water Elemental.
Wizard 3 summons Water Elemental.
Wizard 1 defeats Wizard 2 and 3 (Air evaporates Water).
Play continues until one Wizard captures all of the Warriors and depletes his opponents of all power. The Wizard with all of the cards wins the War and gains full control over the Elemental Forces.
Battles
If all Wizards summon Elementals from the same Element (all Fire or all Water, for example), a True Battle begins. There are three different variations on playing out a Battle. Wizards should determine the variation they wish to use at the start of the game.
Battle Variation 1: Command Rankings (preferred method)
Every Elemental has a Command Ranking listed on his card. Command Rankings range from 1 to 6, and determine that Elemental's ability to command a squadron into Battle. When a Battle begins, Wizards look at the Command Ranking of the Elemental in play, and draw that many cards from the top of his deck. The Wizard holds these cards in his hand, and may look at them but should not show his opponent. The Wizard whose Elemental has the lowest Command Ranking is allowed to go first. He then uses the Elementals in his hand to try and defeat the Elementals on the playfield. If successful, the second Wizard then uses the cards in his hand to defeat the newly played Elemental. Play continues until an Elemental cannot be defeated. The Wizard that last defeated the Elementals played wins the Battle and captures all of the cards played, including any still in the opponent's hand.
Example: Wizard 1 summons Earth Elemental.
Wizard 2 summons Earth Elemental.
Battle!
Wizard 1's Elemental has a Command Ranking of 3; Wizard 1 summons 3 cards from
the top of his deck.
Wizard 2's Elemental has a Command Ranking of 2; Wizard 1 summons 2 cards from
the top of his deck.
Wizard 2's Elemental has the lowest Command Rank, so he plays first.
Wizard 2 cannot defeat Earth with his two cards, so he passes.
Wizard 1 summons a Fire Elemental, defeating the Earth Elemental.
Wizard 2 summons a Water Elemental, defeating the Fire Elemental.
Wizard 1 plays and Air Elemental, defeating the Water Elemental.
Wizard 2 cannot defeat the Air Elemental with his remaining card.
Wizard 1 wins the Battle and captures all of the Elementals in the playfield, including the one in Wizard 2's hand.
If a Battle begins and the Command Rankings on the two Elementals are the same, Wizards summon the correct amount of cards and add up the Command Rankings from the new cards. The Wizard with the largest total Command Ranking is allowed to play first.
Example: Wizard 1 summons Air Elemental.
Wizard 2 summons Air Elemental.
Battle!
Wizard 1's Elemental has a Command Ranking of 3; Wizard 1 summons 3 cards from
the top of his deck.
Wizard 2's Elemental also has a Command Ranking of 3; Wizard 1 summons 3 cards
from the top of his deck.
Wizard 1 adds up the Command Rankings from the three cards in his hand, which
total to 10.
Wizard 2 adds up the Command Rankings from the three cards in his hand, which
also total 10.
Both Wizards select one more card from the top of their decks.
Wizard 1's 4 cards now total 11, and Wizard 2's 4 cards add up to 13.
Wizard 2 is allowed to play first.
If neither Wizard can defeat the Elementals on the playfield, all of their chosen cards are placed in a pile on the battlefield and new sets of cards are drawn. Once the Battle is won, all cards go to the winner.
Battle Variation 2: Sacrifice
This Battle variation ignores the Command Rankings and only uses the Elemental Hierarchy to determine the outcome of each Battle.
Once a Battle begins, Wizards place two Elementals face down in the playfield, next to their battling Elemental cards. Then each Wizard places a third card face up. If the new, face-up card can defeat the original Elementals already on the playfield, that Wizard captures all of the cards.
Example: Wizard 1 summons Earth Elemental.
Wizard 2 summons Earth Elemental.
Battle!
Wizard 1 summons 2 Elementals face down and a Water Elemental face up.
Wizard 2 summons 3 Elementals face down and a Fire Elemental face up.
The Fire Elemental defeats the original Earth Elementals, so Wizard 1 wins the Battle and captures all
of the Elementals in the playfield.
Battle Variation 3: Clean Defeat
This variation also ignores the Command Ranking, and is a good option for Wizards who like to play very quickly. However, a War may last quite long with this format.
Wizards place new Elementals face up in the playfield at the same time. If the new card can defeat the original Element, that Wizard captures all of the played cards. If the two new cards cannot defeat the original Element, Wizards continue to summon new Elementals face up until one of them defeats the original Elementals that began the Battle.
Example: Wizard 1 summons Earth Elemental.
Wizard 2 summons Earth Elemental.
Battle!
Wizard 1 summons a Water Elemental.
Wizard 2 summons an Air Elemental.
Water and Air do not defeat Earth, so play continues.
Wizard 1 summons a Fire Elemental.
Wizard 2 summons a Fire Elemental.
Both Wizards have defeated the Earth Elementals, resulting in a new Battle! Play continues, with both Wizards now attempting to defeat Fire.
Wizard 1 summons a Fire Elemental.
Wizard 2 summons an Earth Elemental.
Wizard 1 defeats the two Fire Elementals with Water. Wizard 1 wins the Battle and captures all
of the Elementals in the playfield.
CONJURE
The object of this version of Wizard Wars is to be the first to capture 5 of your opponent's Leaders. Leaders can be chosen at the start of the War, or selected randomly during play.
Game Start
In this variation, each Wizard places three cards face down on the Battlefield. These Elementals become the Wizard's front line defenders. Behind this line of 3 cards, each Wizard places a single card face down. This Elemental becomes the Wizard's first Leader card.
Wizards determine who is to play first by each selecting a random card from their decks. The Wizard who draws the Elemental with the highest Command Ranking played first.
Game Play
Play begins with the first Wizard conjuring an Elemental from the top of his card deck. He then places that card face up opposite one of the three face down cards in the front line of his opponent. The challenged card is turned over to reveal the Elemental, and the two cards are compared. The Elemental hierarchy is used to determine who wins the confrontation.
Earth smothers Air
Air evaporates Water
Water douses Fire
Fire scorches Earth
If the Attack card can defeat the challenged card, the attacking Wizard captures the defender as well as his original card, and places them in his discard pile. The challenger has lost a defender in his front lines, and his Leader is exposed to attack.
If the Challenged card can defeat the Attack card, the challenged Wizard captures both cards and places them in his discard pile. The defending Wizard has successfully defended against an attack, and is allowed to re-fortify his front line with a new face down card.
If the Attack card cannot defeat the challenged card (Air vs Fire or Earth vs Water), the attacker takes back his card and places it in his discard pile. The challenged card has been exposed, but remains face up on the front line.
If the Attack card and the Challenged card match, a Battle begins. Command Rank Battles are preferred for Battles during Conjure play, but any variation will work. Wizards use the Command Rankings on the Battling cards to determine how many Elemental cards to conjure. The Wizard with the lower ranked Elemental plays first and tries to defeat the Element of the two battling cards. Play continues until one Wizard cannot defeat the current Element. When the Battle is over, the winning Wizard captures all of the played cards and places them in his discard pile.
If the Attacker won the Battle, the Attacker keeps all of the played cards, and Defender loses his card on his front line and leaves a space open. If the Defender wins the Battle, he keeps all of the played cards and replaces his Defending card on his front line with a new Elemental from his deck.
Play alternates between Wizards, attacking and defending the front lines of their opponents. When two of the three defenders are defeated, the Leader is vulnerable to attack. All of the same rules described above apply when attacking an opponent's Leader.
If a Wizard is successful in defending his Leader, he captures all of the played cards, and replaces all of his defeated front line with new Elementals, including a new Leader card.
If a Leader is defeated, the attacker captures it and keeps it in a special Leader pile. The defeated Wizard refortifies his line with new Elementals, including a new Leader card. The first Wizard to capture 5 Leaders wins the War.
*****
Play with your friends and experiment with your own variations on the rules of combat. Wizard Wars is great for Wizards aged 5 to 95 and offers easy strategy, excitement, anticipation and most of all fun!