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tww:tower-_wizwar [2024/08/18 14:28] – [Wizard Play Map] muragami | tww:tower-_wizwar [2024/08/18 15:42] (current) – [Playing Turn by Turn] muragami | ||
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Wizards in the [[#TWW]] battle constantly for a multitude of reasons, but mostly because it is very hard to hurt them. Even when they lose a battle, they simply retreat, rebuild their strength, and wait for the next challenger to appear. Here are the core game ideas you need to learn to play the game: | Wizards in the [[#TWW]] battle constantly for a multitude of reasons, but mostly because it is very hard to hurt them. Even when they lose a battle, they simply retreat, rebuild their strength, and wait for the next challenger to appear. Here are the core game ideas you need to learn to play the game: | ||
- | * **__Rule of three__**: Three wound tokens kills/ | + | * **__Rule of three__**: Three wound tokens kills/ |
- | * **__Rule | + | * **__Rule of five__**: Your hand of available cards seeks to balance at the size of five. At the beginning of your turn, and it's end, you discard excess or draw to refill to a count of five cards in hand. A full draft from your deck is a draw of five cards. When cards form groups (such as attacking and blocking) they may not exceed five cards. |
- | * **__Rule of five__**: Your hand of available cards seeks to balance at the size of five. At the beginning of your turn, and it's end, you discard excess or draw to refill to a count of five cards in hand. A full draft from your deck is a draw of five cards. When cards form groups (such as attacking and blocking) they may not exceed five cards. At the start of turn, for each full five mana cards in your mana pool, increase your mana drain 4. | + | |
- | The three rules above are the core absolute rules. They never change or will never be adjusted (replaced) by card effects. Physically the game is played in a space containing two types of cards, two or more [[#Wizard Play Map|Wizard Play Maps]], a special draft deck and pools of counters that can be put in and out of play. Each player of the game has these before them: | + | The above rules are the core absolute rules. They never change or will never be adjusted (replaced) by card effects. Physically the game is played in a space containing two types of cards, two or more [[#Wizard Play Map|Wizard Play Maps]], a special draft deck and pools of counters that can be put in and out of play. Each player of the game has these before them: |
* **__Deck of Magic__**: A deck of sixty cards (at the start of play) that is full of: spell cards that are played onto your play map, and celestial events. There are always exactly six celestial event cards in the sixty card deck. These cards trigger a celestial moment when they are drawn and revealed (only when drawn face up). | * **__Deck of Magic__**: A deck of sixty cards (at the start of play) that is full of: spell cards that are played onto your play map, and celestial events. There are always exactly six celestial event cards in the sixty card deck. These cards trigger a celestial moment when they are drawn and revealed (only when drawn face up). | ||
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* **__Mana Pool__**: A place where your stack face down cards, each card one mana in your mana pool. You can discard cards from this pool as needed (at whim, interrupting all play) to create mana: one mana per card discarded. | * **__Mana Pool__**: A place where your stack face down cards, each card one mana in your mana pool. You can discard cards from this pool as needed (at whim, interrupting all play) to create mana: one mana per card discarded. | ||
* **__Play Map__**: A physical space to play your spell cards. Each wizard player in a game of [[#TWW]] has a play map. In order to use a spell you must use it from a spot on the play map. You cast a spell into a spot on the play map, either filling an empty spot or replacing a card at a spot (the card in that spot is discarded) unless rules say otherwise (some cards can overlay a card on the map and not replace it). There are eleven spots on a play map: 1 tower spot, 2 rear adjacent spots, 3 rear shield spots, and 5 forward spots. There is a diagram in the [[#Wizard Play Map]] section. | * **__Play Map__**: A physical space to play your spell cards. Each wizard player in a game of [[#TWW]] has a play map. In order to use a spell you must use it from a spot on the play map. You cast a spell into a spot on the play map, either filling an empty spot or replacing a card at a spot (the card in that spot is discarded) unless rules say otherwise (some cards can overlay a card on the map and not replace it). There are eleven spots on a play map: 1 tower spot, 2 rear adjacent spots, 3 rear shield spots, and 5 forward spots. There is a diagram in the [[#Wizard Play Map]] section. | ||
- | * **__Mana Drain__**: A track at the bottom of the play map that moves a counter each time something is activated. In this way the track allows you to know your current mana adjustment (rule of four, increase mana cost +1 each four). Each time you activate a spell effect (even if it's cost is 0) move the counter on the track. And yes, that means when you reach +1, even 0 mana cost effects now cost 1 mana to activate. | + | * **__Mana Drain__**: A track at the bottom of the play map that moves a counter each time something is activated. In this way the track allows you to know your current mana adjustment (rule of three, increase mana cost +1 each three). Each time you activate a spell effect (even if it's cost is 0) move the counter on the track. And yes, that means when you reach +1, even 0 mana cost effects now cost 1 mana to activate. |
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A player wizard takes there turn in a series of phases, each phase completes and you move onto the next. Here are the seven phases of a turn in TWW: | A player wizard takes there turn in a series of phases, each phase completes and you move onto the next. Here are the seven phases of a turn in TWW: | ||
- **__Stabilize__**: | - **__Stabilize__**: | ||
- | - **__Renew & Reduce__**: All expended cards in your play space are [[# | + | - **__Renew & Reduce__**: All expended cards in your play space are [[# |
- | - **__Draft__**: | + | - **__Draft__**: |
- **__Cast__**: | - **__Cast__**: | ||
- | - **__Movement__**: | + | - **__Movement__**: |
- **__Attack__**: | - **__Attack__**: | ||
- **__Stabilize & Wound__**: If you have six or more cards in hand: [[# | - **__Stabilize & Wound__**: If you have six or more cards in hand: [[# | ||
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==== Spell Cards & Non-spell Cards ==== | ==== Spell Cards & Non-spell Cards ==== | ||
Spell cards in you deck all have a mana cost, sometimes also called their level. You must pay their mana cost to cast the spell into a legal location on your play map. Spell cards in your deck of magic come in a few types, and a spell cards type is a game keyword: | Spell cards in you deck all have a mana cost, sometimes also called their level. You must pay their mana cost to cast the spell into a legal location on your play map. Spell cards in your deck of magic come in a few types, and a spell cards type is a game keyword: | ||
- | * **__Creature__**: | + | * **__Creature__**: |
+ | * **__Non-Creature__**: | ||
* **__Minion__**: | * **__Minion__**: | ||
* **__Monster__**: | * **__Monster__**: | ||
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Non-spell cards are not cast, but simply played from your hand. They can not be placed in your Mana pool, and are not discarded but when used (or leave play) are sent to the Aether. They have a different back from Spell cards that identify their type when face down. | Non-spell cards are not cast, but simply played from your hand. They can not be placed in your Mana pool, and are not discarded but when used (or leave play) are sent to the Aether. They have a different back from Spell cards that identify their type when face down. | ||
- | * **__Celestial__**: | + | * **__Celestial__**: |
- | * **__Orbital__**: | + | * **__Orbital__**: |
All Spell cards can be unaligned, or aligned to one of the elements: Air, Earth, Fire, or Water and belong to a spellbook (with a distinct card back). All non-spell cards can be unaligned or aligned, but do not come from a spellbook. | All Spell cards can be unaligned, or aligned to one of the elements: Air, Earth, Fire, or Water and belong to a spellbook (with a distinct card back). All non-spell cards can be unaligned or aligned, but do not come from a spellbook. | ||
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=== Draft === | === Draft === | ||
+ | |||
+ | When you draft, you draw cards from your deck into your hand or mana pool (as directed by the magic or game rule). Non-spell cards (celestial or orbital) are ignored when drawn and placed down in front of you - these do no count as your hand, but instead are played at the start of your movement phase one at a time. | ||
=== Draw === | === Draw === | ||
+ | |||
+ | Draw and draft are the same, but in general Draw specifically means take from your deck into your hand. Follow the same rules as draft, and place non-spell cards face down before you and don't count them towards your draw total. | ||
=== Entrance === | === Entrance === |