Table of Contents

Tower- WizWar

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TWW

Tower- WizWar is a tactical card game where you play wizards battling from tower to tower. It shares some DNA from Magic: The Gathering, but plays very differently. Henceforth for the remainder of this document we will use TWW to mean Tower- WizWar.

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Core Game Ideas

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:

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 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:


Tokens

There are two types of tokens in TWW: Coins, and Harms. In general: tokens are drafted from their source pools, and discarded back to their source pools. Tokens always move onto cards in play.


Wizard Play Map

The wizard play map in TWW holds 11 card spots, you could use a simple board or a fancy plastic play board, etc. Here is the design:

The details of the different spots are such:

You play a spell card into a allowed spot, and there it remains until you play another card into that spot (usually replacing it). During the move phase of your turn, you may move cards into legal spots, based on the rules here.

Cards can be expended, an expended card has no game effects and has an expended token place on it. At the start of each turn, unless otherwise affected by a card rule, you will renew expended cards and remove this token. In this way you normally can only use a card ability that requires expending once a turn. Cards that are expended can still be the target of attacks and other magic.


Losing The Battle

A wizard loses a game of TWW in a few ways, the winner of the game is the last wizard standing - the one that didn't lose.

When a wizard loses, they may not trigger any spell effects or use spell abilities etc. However, any spell effect that says it is triggered by “you lose” take effect immediately, and choices for that spell are made by you. Other wizards may also have cards that can trigger from a wizard loss (another wizard) they resolve those after you resolve any of yours in an order of your choosing. In a normal one on one battle, these subtle rules have little effect - but can arise in multiplayer play.


Attacks, Damage, and Might

All cards that are not marked with the keyword Ethereal, have a stat line of two numbers: [AA/MM]. AA is attack power, and MM is Might. These cards can make an Attack from any Forward spot in your play map. These cards can Block if they are in any Rear Shield spot in your play map, or from any spot if they have the Guardian keyword. While your wizard in the game has no card, they are corporeal and have the stat line: [00/07]. Any card that is not marked as Ethereal, but has no stat line, is assumed to have the stat line [00/01].

Attacks

Card attacks can be made only during your attack phase (last phase before end of turn), and a card making an attack is expended by the Attack unless the card says otherwise. For each attack do the following:

  1. Declare attackers: You pick one to five cards that can make an attack, and then pick a target. A target is either: 1 Forward card of any wizard, 1 Shield card of any wizard, or the Tower/Wizard opponent themselves.
  2. Declare blockers: If the target allows a blocker, the controller of the target can elect to block the attack with an eligible card. A Forward target can only be blocked by another Forward card with the Guardian keyword (or a spell effect that says something allows/does blocking). A Shield card attack can be blocked by any card with the Guardian keyword. A Tower/Wizard attack can be blocked by any Shield card or any card with the Guardian keyword.
  3. Calculate attack Damage: Add up all the combined attack power (and modifiers, etc) to get a final attack damage.
  4. Resolve attack Damage: Controller of the defending target resolves incoming damage, assigning it to all blocking card(s) first, and then any remaining to themselves (Tower/Wizard). This process is simple: Apply damage to the blocker(s) first, starting with the lowest Might. They can soak damage equal to their Might. Additional damage moves on, and repeat. If a card/target is saturated (damage done equal to their Might) then they earn a Harm token. All cards with assigned damage are expended (a Wizard is godlike and can never be expended, ignore this effect).
  5. Counterattack Damage: Repeat the two steps above, but add the attack damage numbers of the blocker(s) and resolve that on the attackers (with the controller of the attackers making those choices).

Note that the text above says 'blocker(s)' with the optional plural, but when defending it says pick a single blocker. This is the case because a wizard may choose cards with Guardian keyword in Shield spots to join a blocker forming a blocking group.

Damage

Some card effects can deal damage to a target. These effects cannot be blocked without a special rules saying such is possible. Instead the controller of the target resolves damage as an attack, but with one special caveat: Damage does not pass through, but loops back. If you do 6 damage to a might 3 target, it takes two Harm tokens. As above, it is also expended.

Might

Some card effects have a Might score of 00. This means they take no damage when assigned (but are still expended), and never earn Harm counters. As a consequence of this however, as part of a blocking group, all 00 Might cards are expended automatically - as you assign damage to the lowest might first. If the card has the keyword Ephemeral, when damage is assigned to it instead return it to it's owner's hand.


Game Type: Battle Setup

A Battle is between two wizards, or two equal matched sides of wizards (2×2, 3×3, etc.) Before play each player wizards deck of magic must be shuffled well and always show a spell card on top. You can just cut the deck as needed to comply. A turn order must be decided upon and then each player wizard in sequence will take a special setup turn which is called an entrance. In a starting wizard's play space, all spaces are empty and mana drain is set to a count of zero.

A player wizard making an entrance does the following:

  1. Draw a hand: Draw five cards from the top of your deck face down, placed left to right. If they are all spell cards, move the left two into your mana pool (still face down) and discard the other three. Repeat and draw another five cards. When you draw and you have ten cards in your mana pool, discard all cards when you have all spell cards. Once you have a face down set of cards that has one or more non-spell cards shown, move to the next step.
  2. Enter the game: If you have a celestial card play one, or if you have an orbital card play one. Keep the other four cards and take that as your starting hand. If you have less than five cards in your mana pool, draw five cards into your mana pool from the top of your deck.
  3. Cast: Play this just as the cast phase of a normal turn - playing turn by turn.
  4. Stabilize & Wound: Play this just as the stabilize and wound phase of a normal turn - playing turn by turn.

Game Type: Invasion Setup

- TODO -


Playing Turn by Turn

TWW is played in rounds of turns. Each round allows each player wizard to take their turn, in an established order at the start of play. Rounds are symbolic, and no mechanics or rules are attached to them. Turns however are quite rigid in rules and structure.

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:

  1. Stabilize: 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.
  2. Renew & Reduce: All expended cards in your play space are renewed, in an order of your choosing. After all your expended cards are renewed, reduce your mana drain: If you have a tower in play: reduce mana drain to 0. Otherwise, reduce your mana drain by 3.
  3. 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.
  4. 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 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.
  5. 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.
  6. Attack: You may make one attack, and one more for every full three cards in your mana pool.
  7. 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.

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:

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.

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.


Tower Cards

Tower cards come from your Deck of Towers, and remain independent always from your spell and non-spell cards. Tower cards are always played onto the Tower location of your play map, and act as a last line of defense for your wizard. While a Tower card is in play, attacks made against your wizard are instead made against your Tower. Like as corporeal cards, Towers have a combat stat line. They take Harm counters, can earn Wounds, and are destroyed on the third Wound taken.

Tower cards also have a value - 2 to 7, which limits how that can be placed in your deck of Towers. You must have 7 to 10 total value of Tower cards in your deck at the start of play.

All Tower cards also have a draft value listed on them from 2 to 5, and at the start of turn if the Tower is in play, you may elect to draft mana cards from the top of your deck equal to that number or less. For each mana drafted this way, increase your mana drain one.


Draft Deck & Token Pools

Each game has a shared group of token pools, one each for Gold, Silver, Bronze, Light, and Harm. Tokens are pulled from these pools and returned to them when discarded.

Each game also has a shared deck of draft cards, which are pulled when a random coin is needed, or a random number (1 - 6). There are 18+ cards in this deck, and these six cards repeat (three of each). The deck is larger for 3+ wizard games, adding another 6 duplicate cards per wizard beyond 2. Here are the cards:

{ 1 - Bronze, 2 - Bronze, 3 - Silver, 4 - Silver, 5 - Gold, 6 - Gold }

The draft deck, like the deck of Magic is endless. Once all cards of the draft deck are played, shuffle it's discard to renew the deck.


Deck Validity, Spellbooks, and so on

There are many rules that make a deck of magic valid or not (also called legal to play or illegal). These rules are applied only at the start of play, as the contents may change (as cards are added or sent to the Aether) during play. Here is a list of the rules to make a valid (legal) deck of magic:

  1. must contain exactly six celestial cards.
  2. must contain exactly four orbital cards.
  3. must contain exactly five ritual spell cards.
  4. must contain fifteen or more Minion, Monster, or Demigod (Creature) spell cards.
  5. must contain exactly sixty cards in total.

As you can see, when you add up the required part of a deck of magic, you have 30 cards specified, and that means you have 30 cards to add of whatever type you like. These must be spell cards only.

All spell cards belong to a specific spellbook. This is shown as a specific card back, and means all plays can see the spellbook of a card in your deck, even if they don't know the particular spell. There are three spellbooks in the base game, each one belonging to the color of wizard (White, Red, and Blue). Here are the names and nature of each:


The Core Wizard Decks: White, Red, and Blue

There are three core wizard decks in the base game, one for each wizard: White, Red, and Blue. These are sixty card decks that can be played as is, or with cards swapped in and out (as long as you obey the deck validity rules). There are no hard rules of what spellbooks can be mixed and matched, though players will know what spellbooks are in your deck from the back of the cards.

The White wizard deck all comes from the spellbook: Scrolls of the Blind Preacher. These spells are mostly Earth aligned, and are connected to the Sun celestial sign. …

The Blue wizard deck all comes from the spellbook: Records of the Dream Storm. These spells are mostly Water aligned, and are connected to the Moon celestial sign. …

The Red wizard deck all comes from the spellbook: Journals of the Distant Wildfire. These spells are mostly Fire aligned, and are connected to the Comet celestial sign. …


Elemental Expansion Packs

In addition to the core decks, the base game has 3 expansion packs for each element: Air, Earth, Fire, and Water. Each expansion pack is twenty spell cards with an elemental spellbook back. These are all legal spell cards to place into your deck of magic, which restrictions depending on the type of play you are doing. The normal open type of play has no restrictions, but you could also be used a draft style of distributing these cards for a session of battles.


Spellbook Expansion Packs

These expansions have 3 Tower cards, 2 orbitals, and 10 spell cards in a given spellbook. - TODO -


Game Mechanic Summaries

Quick summaries follow of the basic mechanics of the game.

Activate

Attack

Cast

Celestial card

Discard

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 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

Expend

Mana Pool

Mana Drain

Non-spell cards

Orbital card

Renew

Spaces

Spell cards

Tower

Wounds


Wizards in Retreat

In multiplayer games, wizards may lose but they still are able to play the game from a weaker stance. These are called wizards in retreat. Here is how their turns play:

  1. Stabilize: 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.
  2. Reduce: Reduce your mana drain by 4.
  3. Draft: Draw five cards from the top of your deck then select two and discard them and place the other three into your hand or mana pool as you like. When non-spell cards are drawn, send them to the Aether and they do not count to your draw total.
  4. Cast: You may cast spells from your hand into legal spaces in your allies 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. If an ally does not want you to cast a card into their play space, they may pay 3 mana to rebuke you, which cancels your cast (no mana spent, but cast card discarded), ends your cast phase, and you draw three cards from your deck.
  5. Stabilize: 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.

If it isn't clear above, a wizard in retreat has no play space. Instead they play cards into their ally's spaces. This means they have no renewal or attack phase. Cards played into their ally's spaces are controlled and used by that ally and not the wizard in retreat.