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tww:tower-_wizwar [2024/08/18 15:40] – [Spell Cards & Non-spell Cards] muragami | tww:tower-_wizwar [2024/08/18 15:42] (current) – [Playing Turn by Turn] muragami |
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- **__Draft__**: You may either: [[#Draft]] a number of cards from the top of your deck into your mana pool equal to the draft rating of your tower, or [[#draw]] five cards from the top of your deck then select two to discard and place the other three into your hand or [[#mana pool]] as you like. | - **__Draft__**: You may either: [[#Draft]] a number of cards from the top of your deck into your mana pool equal to the draft rating of your tower, or [[#draw]] five cards from the top of your deck then select two to discard and place the other three into your hand or [[#mana pool]] as you like. |
- **__Cast__**: First, if you have one or more orbital cards in play, choose one and follow the text on the card. Second, you may [[#cast]] spells from your hand into legal [[#space|spaces]] in your play map, paying the mana cost for them from your [[#mana pool]] (discard a mana pool card to generate 1 mana). Finally, If you have ten or more cards in your mana pool, pick two cards in your mana pool to discard. | - **__Cast__**: First, if you have one or more orbital cards in play, choose one and follow the text on the card. Second, you may [[#cast]] spells from your hand into legal [[#space|spaces]] in your play map, paying the mana cost for them from your [[#mana pool]] (discard a mana pool card to generate 1 mana). Finally, If you have ten or more cards in your mana pool, pick two cards in your mana pool to discard. |
- **__Movement__**: If you have non-spell cards in front of you, pick one and play it. Then, you may move three cards to other valid unoccupied spaces, exchanges are legal too between valid locations. You may move three token stacks from your cards, to other of your cards, except harm tokens. A stack is 1-5 of a given single token type. | - **__Movement__**: If you have non-spell cards in front of you, you must pick one and play it. Then, you may move three cards to other valid unoccupied spaces, exchanges are legal too between valid locations. You may move three token stacks from your cards, to other of your cards, except harm tokens. A stack is 1-5 of a given single token type. |
- **__Attack__**: You may make one [[#attack]], and one more for every full three cards in your mana pool. | - **__Attack__**: You may make one [[#attack]], and one more for every full three cards in your mana pool. |
- **__Stabilize & Wound__**: If you have six or more cards in hand: [[#Discard]] cards from your hand if you have an excess of five, three of these discarded cards can be added to your mana pool. If you have four or less cards in hand: [[#draw]] a amount from your deck to make your hand five cards. Harm tokens on cards in your play space are discarded and become wounds on those cards. | - **__Stabilize & Wound__**: If you have six or more cards in hand: [[#Discard]] cards from your hand if you have an excess of five, three of these discarded cards can be added to your mana pool. If you have four or less cards in hand: [[#draw]] a amount from your deck to make your hand five cards. Harm tokens on cards in your play space are discarded and become wounds on those cards. |
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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__**: The celestial card allows your Wizard to summon a celestial event, when the planets properly align (when you get the card and choose to use it). Each time a celestial card is played by a Wizard they must place a Tower from their Tower deck into their Tower play map location, and return the current Tower there (if they have one) to their Tower deck at the bottom. A legal deck must contain six Celestial cards as the start of play. | * **__Celestial__**: The celestial card allows your Wizard to summon a celestial event, when the planets properly align (when you get the card and choose to use it). Each time a celestial card is played by a Wizard they must place a Tower from their Tower deck into their Tower play map location, and return the current Tower there (if they have one) to their Tower deck at the bottom. A legal deck must contain six Celestial cards as the start of play. When you play a celestial card, you discard a harm token if you have one (on your wizard) and take a wound counter. |
* **__Orbital__**: These are powerful items that enhance your Wizards power. In the base game they are all Wizard Hats, and when you draw one you place it into a Rear/Juxtapose spot next to your tower (this is not casting, as the orbital is not a spell card). Orbital card effects are not directed as a normal card, but are triggered at the start of each of your casting phases. A legal deck must contain exactly four Orbital cards at the start of play. | * **__Orbital__**: These are powerful items that enhance your Wizards power. In the base game they are all Wizard Hats, and when you draw one you place it into a Rear/Juxtapose spot next to your tower (this is not casting, as the orbital is not a spell card). Orbital card effects are not directed as a normal card, but are triggered at the start of each of your casting phases. A legal deck must contain exactly four Orbital cards at the start of play. |
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