Wizard Arena Rules

Collapsible content

Components in each box

108 Playing cards:

  • 29 x2 Power Cards
  • 24 x2 Spell Cards
  • 2 Reference cards
  • 1 Folded Rule Sheet

Getting Started

OBJECTIVE

In Wizard Arena, you duel as a powerful magic user, blending strategy and luck to become the champion. While building up your power is a free action, casting spells drains your vital Life force, which is directly represented by the number of spell cards in your deck.

OVERVIEW

The goal is to draw Power cards until your Power Level is as close to 12 as possible without going over. Reaching exactly 12 is a Critical Hit, dealing 1 point of damage to your opponents. Exceeding 12 is an Overcharge, and you will take 4 points of damage.
Each player has a Power deck and a Spell deck. Power Cards are discarded face up into your Burn Pile, and Spells go face up into your Crypt.

HOW TO PLAY

Your Power deck contains cards numbered 1 to 6, there are also 3 Modifiers that adjust your Power, and some Bonus cards that inflict additional damage points when you win a Round.
A game is called a Match, and a Match consists of several Rounds. During each Round, players take turns drawing Power cards and casting spells. When all players finish drawing, the Round ends. Each Round typically lasts three to five turns per player.
Every Round in Wizard Arena has three Phases:

  1. Power Up Phase - Players take turns drawing one Power card at a time and casting spells.
  2. Final Casting Phase - After the last player draws, everyone gets one final turn to cast spells. If a spell changes any Power Level, the game returns to the Power Up phase.
  3. Damage Phase - Once all players have finished casting spells, damage is calculated and applied.

Power Up Phase

At the start of a session, each player draws one Power card. The player with highest numbered card goes first. If someone draws a modifier card, they can draw again.

  • In clockwise order, starting with the first, each player chooses their Faction (Fire, Ice, Feast, or Famine), then shuffles both decks and the player to their left cuts them.
  • Each player draws 3 Spell cards to form their starting hand.

Drawing Power Cards

  • You must draw at least one Power card during your turn. You can cast any number of spells before or after drawing a Power card. If a spell allows you to draw a Power card, you can count that as your draw. Declare “Pass” to end your turn, and the player to your left continues.
  • Continue drawing until your Power Level is as close to 12 without going over.
  • The Player with the highest Power Level wins the Round and deals damage to the others.
  • Damage is taken from your Spell deck (your Life). Discard one card per point of damage into your Crypt.

Taking a Stand, Critical Hits, Overcharging, and using Modifier cards

Taking a Stand
If your Power Level is below 12 but you’re satisfied, you may take a Stand. Turn your last Power card diagonally to mark your Stand. You may still cast spells, then declare “Stand” to end your Power Up Phase.


Critical Hits
If your Power Level is exactly 12, you score a Critical Hit—all other players immediately take 1 point of Critical Hit Damage, which can be taken by discarding a spell from either your hand or your spell deck. Fan out your cards to show the result. A player can only have 1 Critical Hit per round.


Overcharging
If your Power Level exceeds 12, you have Overcharged and will take 4 points of damage at the end of the Round, unless you can cast a spell that lowers your Power Level before your turn ends. Turn the last card you drew sideways to show you’ve Overcharged and ended your Power Up Phase.


Modifier Cards
Modifiers in your Power Deck are optional. You don’t need to decide whether to use them until the end of the Round—keep them raised above other cards to show they’re pending. If you decide to use them, lower them back down. If any spell changes your Power Level, your Modifiers become optional again.


Running out of Power Cards
If you run out of Power cards, immediately gather your Burn Pile, shuffle it, and have the player on your left cut the deck.


When all players have either achieved a Critical Hit, Overcharged, or taken a Stand, the Power Up Phase ends.

Casting Spell cards

SPELLS
Mastering your deck’s spells and finding strong combinations is the key to victory.
When casting Spells you read the Name, Effect, and the Type of spell out loud, then place the card into your Play Area. Note that the other players are always referred to as your Enemies in the Spell Effect descriptions.
Each Faction’s deck contains seven Spell Types: Enchantments, Curses, Conjurings, Ultimates, Incantations, Hexes, and Summonings.

  • After casting an Enchantment, place it above your Play Area, face up—where it will remain in effect for the entire Match. Enchantment spells take effect before all other spells and at any time during a Match. They can be triggered multiple times in a Round.
  • All other spells are placed in your Play Area so their effects are visible, then moved to your Crypt, in the order they were cast, when the Round ends.
  • Hexes can only be cast at the beginning of a Round, before you draw a Power card.
  • Some spells heal your Life. When healing, take cards from the top of your Crypt and place them face down on the bottom of your Spell deck. When healing multiple points, count them carefully so the final healed card ends up last.
  • A Self-Healing Spell, such as your Ultimate's, Summoning's, and other spells are placed on the bottom of your spell deck after casting.
  • Spells remain in effect until the Damage Phase is over.

Final Casting Phase

After the Power Up Phase ends, each player gets one final turn to cast spells. Starting with the player to the left of the one who drew the last Power Card. If you don't wish to cast, declare "Pass", to keep the game moving along smoothly.

Spells that change Power Levels

If a player casts a spell that changes a player's Power Level during this phase, the game re-enters the Power Up Phase before another Final Casting Phase will begin. Players take turns proceeding clockwise from the caster's left. There may be situations where the Final Casting Phase is repeated many times as players keep casting counter spells. After all the players have acted, proceed to the Damage Phase.

Damage Phase

Damage is taken by discarding cards from the top of your Spell deck (your Life) into your Crypt. Damage resolves clockwise, starting with the player closest to the winner.

  • Basic Damage equals the difference in Power Level between the winning player and losing players.
  • Overcharged players take 4 damage as a penalty.
  • Bonus Damage cards add extra points of damage when you win a Round. Add the value of all your Bonus cards in play to your Damage total. Overcharged players also take Bonus Damage and add it to their 4-point penalty.

Ties
If all players end the Round with the same Power Level, the Round ends in a Tie and all Bonus damage is canceled. In multiplayer games, if several players tie for the highest Power Level, they are Co-Winners, but only the player with the highest amount of Bonus damage deals damage to the losing players.


Ending the Round
After Damage is resolved, discard all Power cards face up into your Burn Pile, then place all cast spells into your Crypt, in the order they were cast.
Then begin a new Round. The player to the left of the one who started the previous Round will begin the next Power Up Phase. At the start of a new Round, you may draw up to your maximum hand size of three Spell cards during your turn—or none at all.

Ending the Match

When any player discards their last spell card, the Match is over. The remaining player(s) score 1 point for each card in their Spell deck, the highest score wins the Match.

In Multiplayer games you can choose the alternative way to play and continue playing until only one player remains.


The player to the left of the player who started the previous Match will go first. Players can vote to keep playing with the same decks or choose new Factions.

Spell Casting Tips

Spell Casting Tips
Look for strategic ways to use your spells. They generally fall into four types: Direct Damage, Healing, Overcharge Protection, and Disruptors.


• Direct Damage spells are quick and useful early on, helping you draw more spells into your hand.


• Healing spells take longer to use since you need to lose some Life to cast them. You might need to discard cards from your hand when taking Critical Hit damage, or take more risks early on in the game since you could handle Overcharging.


• Overcharge Protection spells are among the most valuable in your deck since they give you room to take bigger risks when drawing Power cards. It’s often best to save them for the end of a Round.


• Disruptors can affect another player’s Power Level or nullify spells. They can be mildly irritating or downright devastating to your foes.

Creating your own Spell Decks

Crafting Spell Decks
Experienced players can build and customize their own 24-card Spell Decks by combining the spell cards from any Faction. The deck must have the same spell types and quantities as a standard deck, with no more than one copy of any single Enchantment, and no more than three copies of any single Conjuring or Incantation spell.

  • (3) Enchantments
  • (2) Curses
  • (6) Conjuring's
  • (2) Ultimate's
  • (6) Incantation's
  • (2) Hexes
  • (3) Summoning spells

F.A.Q.s

  • In the Feast Ultimate spell "Fauna", does it deal to damage to all the other players? No it only reflects damage back onto the player that dealt it to you.

  • Critcal Hits- Can there be multiple hits during a single round? Yes. Each Critical Hit will deal 1 damage, but a single player can only score on Critical Hit per round, in the case of their Power Level being changed and then brought back to 12, it's simply a level of 12.

Fire Spells

Tips for playing with the Fire Deck

The mages of Roargothe have harnessed the fiery power of the volcanos that fracture and scorch their barren lands. Life is hard and only the most vigilant survive. Fire can warm you but it can also burn.

The Fire deck has a lot of Direct Damage spells and drawing cards to find the right cards, at the right time.

If Luck is on your side you can cast a powerful combinations of spells.

Inferno Enchantment

"During this Match, your Enemies must take 1 point of Critical Hit damage whenever they cast a Summoning spell."

This Enchantment counters the Self-Healing that all Summoning spells have.

Critical Hit damage is be taken by discarding a spell from the player's hand, or off the top of the spell deck.

Enchantment spells can only be cast during your turn. Read the description out loud then place it near the center of the table where the effects will last for the rest of the Match.

Ignite Enchantment

"You can draw one or two Spell cards, then during this Match you can have up to 4 Spell cards in your Hand."

This gives you the option to immediately draw more cards, but limits you to ending up with 3 or 4 cards in your hand. At the start of each following round you can build your hand up to 4 instead of 3 cards.

Enchantment spells can only be cast during your turn. Read the description out loud then place it near the center of the table where the effects will last for the rest of the Match.

Fireball Enchantment

"During this Match, deal 1 point of Critical Hit damage to your Enemies whenever you cast an Incantation spell."

Enchantment spells can only be cast during your turn. Read the description out loud then place it near the center of the table where the effects will last for the rest of the Match.

Scorched Earth Curse

"Your Enemies must discard all their Power cards, including Bonus and Modifier cards, then start over from zero."

At the start of the player's next turn they will begin drawing 1 card at a time, until they take a Stand.

There are only 2 Curses in each deck as they can be devastating to other players.

Burn Conjuring

"Draw a Power card, you can play it or discard it to deal 1 damage to your Enemies."

This spell allows you to draw a Power card, near the end of a round, in order to see the number on the card. If it would cause an Overcharge, you can discard it into your Burn Pile. This can also be a game ending spell if someone only has 1 Life left.

Conjuring Spells are a standard type of spell and generally are geared towards causing damage to other players.

Torch Conjuring

"Draw 2 Power cards and play them, draw again if it’s a Modifier card. If they add up to 7 or higher, deal 3 damage to all of your Enemies."

This can be a very damaging spell but at the cost of requiring some luck to get cards that add up to 7. Note that you will most likely playing this at the beginning of a round since you could draw 2 high cards. But it could also be a last ditch effort to win the game, if you're already in the position of losing due to Overcharging.

Conjuring Spells are a standard type of spell and generally are geared towards causing damage to other players.

Meteor Storm Ultimate

"Draw a Power card, if it’s a 1-3, play it, then deal damage to your enemies that is equal to the number on the card. (Draw again if it’s a Modifier card. Continue discarding and drawing again if it’s a 4, 5 or 6.)"

This is the Ultimate Overcharge protection spell for when your Power Level is below 10, as it allows you to keep discarding cards that are 4 and up, while keeping any Modifier cards.

Ultimate spells are always put back on the bottom of your spell deck after casting, instead of going in your Cast Spells Area.

Smoke Incantation

"Cast this to prevent up to 2 damage. Put this on the bottom of your spell deck after the Damage Phase."

You can cast this at any point in the round, but only during your own turn, so it cannot block Critical Hit damage or any other immediate form of damage. It can only prevent the damage that is calculated at the end of the round, including Overcharge damage. At the end of the round, put this on the bottom of your deck instead of the Crypt.

Incantation spells are another standard spell type and are generally have a more healing, blocking damage or self-preserving spell effects.

Fireproof Incantation

"Discard the highest- numbered Power card you have in play. Put this on the bottom of your spell deck after casting."

This can be a powerful Overcharge protection spell. Especially in the case when it would result in changing an Overcharge into a Critical Hit. And it is Self-Healing, as you will put it on the bottom of your spell deck, immediately after casting it.

Incantation spells are another standard spell type and are generally have a more healing, blocking damage or self-preserving spell effects.

Melt Hex

"At the end of this round, your enemies must take 1 damage for every Power card in play that is a 3."

Hex spells must be cast at the beginning of a Round before you draw your first Power card.

This spell could be especially damaging if you go after other players, who have already drawn a 3 as their first card. Otherwise it does rely on luck, and looking to see how many three's are still remaining in everyone's Power deck.

Arise Summoning

"Draw three spells, put two in your hand and one on the bottom of your spell deck."

This card can allow you to temporarily have 4 spell cards in your hand, if it's cast at the right time.

Summoning Spells are all Self-Healing and are put back on the bottom of your deck after casting.

Ice Spells

Tips for playing with the Ice Deck

From the Icy barren lands of Lystorm come the Magicians who can manipulate water and freeze it to build vast fortresses where they live in peace and harmony.

Healing is the focus of the Ice deck, but it is slow as you have to take damage before you can heal. Bide your time and preserve your life source.

Arctic Circle Enchantment

"During this match, heal 1 life whenever you get a Critical Hit."

Enchantment spells can only be cast during your turn. Read the description out loud then place it near the center of the table where the effects will last for the rest of the Match.

Fortress Enchantment

"During this match, heal 1 life whenever you cast a Conjuring spell."

Enchantment spells can only be cast during your turn. Read the description out loud then place it near the center of the table where the effects will last for the rest of the Match.

Ice Wall Enchantment

"During this Match, reduce damage by 1 when taking 4 or more damage."

Enchantment spells can only be cast during your turn. Read the description out loud then place it near the center of the table where the effects will last for the rest of the Match.

Freeze Curse

"Your enemies with a Power Level of 9 or higher cannot draw anymore Power cards.
(They may still cast spells that allow them to draw cards.)"

If they cast a spell that allows them to draw cards, or if they change their Power Level with a spell, they can resume drawing cards normally.

There are only 2 Curses in each deck as they can be devastating to other players.

Thaw Conjuring

"Discard the lowest-numbered Power card you have in play or heal 2 Life."

This is either an Overcharge Protection spell or a Healing spell.

Conjuring Spells are a standard type of spell and generally are geared towards causing damage to other players.

Storm Conjuring

"Draw a Power card, you can play it, or discard it to either heal 2 life or deal 1 point of Critical Hit damage to your enemies."

Conjuring Spells are a standard type of spell and generally are geared towards causing damage to other players.

Shelter Ultimate

"Draw a Power card, if it’s a 1-3, play it, then heal an amount of Life equal to the number on the card. (Draw again if it’s a Modifier card. Continue discarding and drawing again if it’s a 4, 5 or 6.)"

This is the Ultimate Overcharge Protection spell for when your Power Level is below 10, as it allows you to keep discarding cards that are 4 and up, while keeping any Modifier cards.

Ultimate spells are always put back on the bottom of your spell deck after casting, instead of going in your Cast Spells Area.

Frost Burn Incantation

"Your enemies must choose the lowest numbered Power card they have in play and discard it. (This does not apply to players who Overcharged.)"

Incantation spells are another standard spell type and are generally have a more healing, blocking damage or self-preserving spell effects.

Avalanche Incantation

"Discard all your Power cards and start drawing again, then put this on the bottom of your Spell deck. (You can exclude any Bonus or Modifier cards you have in play.)

This can be a powerful Overcharge protection spell as it allows you to keep your Modifiers and Bonus cards. You must draw at least 1 Power card before you can pass your turn.

Incantation spells are another standard spell type and are generally have a more healing, blocking damage or self-preserving spell effects.

Winter Solstice Hex

"During this Round, whenever anyone draws a 3, you heal 1 Life."

Hex spells must be cast at the beginning of a Round before you draw your first Power card.

This spell relies on some luck, and looking to see how many three's are still remaining in everyone's Power deck, but it is good for multiplayer games, where you can get a lot of healing.

Blizzard Summoning

"Draw 2 Power cards and play them, draw again if it’s a Modifier card. If they add up to 6 or higher, heal 2 Life."

Note that you will most likely playing this at the beginning of a round since you could draw 2 high cards. But it could also be a last ditch effort to stay in the game, if you also have an Overcharge Reversal in your hand.

Summoning Spells are all Self-Healing and are put back on the bottom of your deck after casting.

Feast Spells

Tips for playing with the Feast Deck

The Elven Mystics live in the Forested lands of Abalania. They have learned to be one with nature’s magic and have harnessed it to cultivate plentiful crops and control the Flora and Fauna in order to fend off invaders.

The Feast deck is cunningly resilient, but requires some patience and wisdom to wield it.

Bounty Enchantment

"After you get a Critical Hit, take the card that is on top of your Crypt, and put it into your hand."

After the other player's take Critical Hit damage take the top card in your Crypt and put it in your hand. You can have more than 3 cards in your hand when you get them this way, but you cannot draw any new spell cards until your hand is below 3 again.

Enchantment spells can only be cast during your turn. Read the description out loud then place it near the center of the table where the effects will last for the rest of the Match.

Entrap Enchantment

"Your enemies must take a spell card off the top of their deck and put it face up under this card. You may cast these spells at any time during the Match.
(Discard all spell types into the player’s Crypt after casting.)"

Enchantment spells can only be cast during your turn. Read the description out loud then place it near the center of the table where the effects will last for the rest of the Match.

Cultivate Enchantment

"During this Match, heal 1 Life whenever an Ultimate Spell is cast."

Enchantment spells can only be cast during your turn. Read the description out loud then place it near the center of the table where the effects will last for the rest of the Match.

Fortify Curse

"Heal 1 Life and deal 1 damage to all your enemies, for every Critical Hit that happened in this round."

There are only 2 Curses in each deck as they can be devastating to other players.

Flora Conjuring

"Cast this to subtract 4 from your current Power Level.
(If your Power Level is later altered you can choose whether to keep this spell in effect or ignore it.)"

Conjuring Spells are a standard type of spell and generally are geared towards causing damage to other players.

Bloom Conjuring

"Draw two Power cards, choose whether to play one, play both, or discard both."

Conjuring Spells are a standard type of spell and generally are geared towards causing damage to other players.

Fauna Ultimate

"During this Damage Phase, the players who dealt damage to you must take the same amount of damage, up to 2, in return."

Ultimate spells are always put back on the bottom of your spell deck after casting, instead of going in your Cast Spells Area.

Harvester Incantation

"Your enemies must subtract 2 from their total Power Level.
(This does not apply to players who Overcharged. This spell remains in effect until the end of the Round.)"

Incantation spells are another standard spell type and are generally have a more healing, blocking damage or self-preserving spell effects.

Sting Incantation

"If anyone has a Critical Hit, you may cast this to deal 2 damage to your Enemies and for the rest of this round they must take 1 point of damage whenever they cast a spell."

Incantation spells are another standard spell type and are generally have a more healing, blocking damage or self-preserving spell effects.

Entangle Hex

"During this round, your enemies cannot use Modifiers, and whenever a Modifier
card is drawn they must
take 1 damage."

Hex spells must be cast at the beginning of a Round before you draw your first Power card.

This spell could be especially damaging if you go after other players, who have already drawn a Modifier as their first card. Otherwise it does rely on luck, and looking to see how many Modifier's are still remaining in everyone's Power deck.

Harbor Summoning

"Draw two Spell cards, if one of them is a Conjuring Spell, deal 2 damage to your Enemies."

This card can allow you to temporarily have 4 spell cards in your hand, if it's cast at the right time.

Summoning Spells are all Self-Healing and are put back on the bottom of your deck after casting.

Famine Spells

Tips for playing with the Famine Deck

The Necromancers of Nessinario live in a dark world of perpetual dusk and night. The Magic in this land is grim and they have learned to harness dark magic, which sometimes requires taking damage in order to deal damage.

The Famine deck has strategic ways to bring others down with you, but then return triumphant.

Leviathan Enchantment

"When you Overcharge, immediately take the card that is on top of your Crypt, and put it into your hand."

Whenever you draw a Power card that puts you over 12, then you Overcharged, and you can return the top card of your Crypt to your hand. If you play a card that lowers your Level, then you can Overcharge again. This effect may trigger several times a round.

Enchantment spells can only be cast during your turn. Read the description out loud then place it near the center of the table where the effects will last for the rest of the Match.

Decay Enchantment

"During this Match, when you Overcharge, your enemies must immediately take 1 damage."

Whenever you draw a Power card that puts you over 12, then you Overcharged. With the right combination of spells in your hand, this effect may be triggered several times during a round.

Enchantment spells can only be cast during your turn. Read the description out loud then place it near the center of the table where the effects will last for the rest of the Match.

Wormhole Enchantment

"In this Match, take 2 Spell cards off the top your enemy’s decks and place them face down under this card. (Return the cards to their hand if this Spell is removed.)"

This spell can thwart experienced players of the game who like to know what spell cards they have in their deck, and it's a Direct Damage spell.

Enchantment spells can only be cast during your turn. Read the description out loud then place it near the center of the table where the effects will last for the rest of the Match.

Apocalypse Curse

"Your Enemies must discard all their Power cards, including Bonus and Modifier cards, then start over from zero."

At the start of the player's next turn they will begin drawing 1 card at a time, until they take a Stand.

There are only 2 Curses in each deck as they can be devastating to other players.

Blight Conjuring

"Draw a Power card, and subtract it from your Power Level. If it’s 3, your enemies must take 2 damage.
(Draw again if it’s a Modifier. Bonus Damage cards will inflict damage.)"

This is an overcharge protection spell. If you draw a Bonus card, you will subtract the number, but it will still deal that amount of Bonus damage if you win the round.

Conjuring Spells are a standard type of spell and generally are geared towards causing damage to other players.

Insight Conjuring

"Look at your top power card, you can choose to either play it, discard it, or put it back on top of your deck."

Conjuring Spells are a standard type of spell and generally are geared towards causing damage to other players.

Reanimate Ultimate

"Pick one of your Power cards currently in play, you can choose to either discard it or put it back on top of your deck."

This is the Ultimate Overcharge reversal, and potential Critical Hit.

Ultimate spells are always put back on the bottom of your spell deck after casting, instead of going in your Cast Spells Area.

Vortex Incantation

"Discard the first power card you drew this round, or put it back on top of your deck.
(Move to the second card you drew, and so on, if you cast multiple copies of this spell.)"

Incantation spells are another standard spell type and are generally have a more healing, blocking damage or self-preserving spell effects.

Grave Digger Incantation

"Take the card that is on top of your Crypt and put it into your hand, then put this card on the bottom of your Spell deck."

Incantation spells are another standard spell type and are generally have a more healing, blocking damage or self-preserving spell effects.

Hobbled Hex

"During this round, your Enemies must take 1 damage whenever they cast a spell."

Hex spells must be cast at the beginning of a Round before you draw your first Power card.

Corrode Summoning

"Your enemies must discard the last Power card they drew.
(This does not apply to players who Overcharged.)"

Summoning Spells are all Self-Healing and are put back on the bottom of your deck after casting.