Board Game Spellbook
An exciting card game about wizards competing in an annual tournament. It`s a simple and fast-paced game with great components, perfect for family gatherings.
The Great Wizards` Competition
Become the most glorious wizard at the annual Great Ritual! Accumulate matter to feed your familiar and learn spells. Use your spells right away or wait for the right opportunity to use them at full power. On the way to victory, you will have to try many tactics. Thanks to the variety of spell combinations, each game will be unique.
During the Great Ritual, wizards gather around a vortex (represented in the game by a bag), from which various magical components appear. Some of these components, known as "matter", end up on the altar. Materia allows wizards to learn new spells or accumulate power thanks to their familiars, and then score points for it. The competition ends as soon as any wizard`s spellbook or familiar`s tablet is full. The wizard who has scored the most points wins.
Game progress
The game begins with the first player. He must completely complete his turn (day), and then the next player takes his turn. The day consists of 3 phases: morning, noon, and evening. During each phase, the player can perform 1 action. After completing the day, the player replenishes the altar. After that, the next player in clockwise order takes his turn. Players take turns taking turns until the game ends.
From the beginning of the game, during each phase, the player has 1 or 2 main actions available to him. As players learn spells, they will gain the ability to perform additional actions.
- Morning
A player may:
- Take 1 matter token. He takes any 1 matter token from the altar and puts it in his supply.
OR
- Draw 2 matter tokens. He draws 2 random matter tokens from the pouch and puts them in his supply.
A player may have a maximum of 9 matter tokens in his supply during the game.
- Noon
A player may:
- Keep 1 matter token. He takes 1 matter token from his supply and places it in the first free space on his familiar board.
- Evening
The player may:
- Learn 1 spell. He may spend matter tokens from his supply to learn a new spell. These tokens must be the same color as the spell he wants to learn. The player may spend 3 matter tokens of any color with the same rune instead of 1 matter token of the desired color. After learning a spell, the player places one of these tokens on the corresponding cell of the card.
After learning a spell that has a phase symbol in the upper left corner of the card (morning, noon, or evening), the player gains access to another action in the specified phase from the next day. When a player uses a spell as an action, he can activate the effect of the spell of the level learned or any lower level.
After completing his evening phase, the player replenishes the altar.
Game End
The game ends when any player fulfills one or more of the following conditions:
- Learns his 7th, final spell.
- Fills the last free cell ("16") on his familiar board.
Continue playing until all players have taken the same number of turns (until the player to the right of the first player has taken the last turn of the game). Then each player counts their points:
- Each spell learned gives the player the number of points indicated in the spell line opposite the cell with the matter token.
- The player scores the number of points indicated in the cell with the lowest visible value on their familiar board.
The player with the most points wins.
Publisher: Geekach
Language: Ukrainian
Players: 1-4
Play time: 45+ m
Age: 12+
- 84 spell cards
- 105 matter tokens
- altar tile
- 4 familiar tablets
- 4 monument cards
- whirlpool pouch
- first player token
- discard box
- rulebook