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Tower: WizWar
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 very differently. Henceforth for the remainder of this document we will use TWW to mean Tower: WizWar.
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 and wait for the next to challenger to appear. Here are the core game ideas you need to learn to play the game:
Rule of three: Three wound tokens kills/destroys a thing. If your Wizard takes three wound tokens you lose, if a creature takes three wound tokens it dies, if anything takes three wound tokens it expires.
Rule of four: Every four paid mana costs in a turn, increase all your mana costs 1 for the rest of that turn. In this way a spell effect that costs 1 mana to activate then costs 2. This repeats, making the ninth use of mana a turn +2 cost (1 + 2 = 3 mana for the example given).
Rule of five: After every fifth card drawn from your deck of magic in one pull, you suffer one drain. The effect of which depends on the tower you have in play, if you have no tower, instead discard the top two cards of your deck of magic into your discard.
The three rules above are the core absolute rules. They never change or will ever 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, 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 Towers: A two to six card face up stack of tower cards. Each is a tower your wizard can summon onto their play map. A wizard only ever has a single tower at once, and it's played on the tower location of the play map. When a tower play is triggered, a wizard can replace a tower in play with a new one from their deck of towers. Each tower card has a value on it, and all the tower cards in your stack must add up to 10 or less at the start of play.
Discard: A place where your discarded cards go all face up and in order. This is a public space through which anyone can freely look when it is their turn.
Ether: A place where your lost cards go face down. These cards are out of play and never return to the game.
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.
Tokens
There are three types of tokens in TWW: Coins, Powers, and Harm. In general: tokens are drafted from their source pools, and discarded back to their source pools.
Coins: Coin tokens are called in and out of play by spell rules, and come in three base types: Gold, Silver, and Copper. A rule can specify Coin to mean all types of coins, or a specific type. As in a spell could require expending a Coin or it could specify a Gold.
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Wizard Play Map
Losing The Battle
Attacks, Damage, and Might