MAGUS






INTRODUCTION
Fantasy-Board-Wargame. 2-4 players. Lots of Recruiting.

ARMIES
Each player has seven Army tokens.
Different players should have different color tokens.

THE BOARD
The board is a 13 x 13 square track.
Each corner square of the outer track contains a Tower.
The spaces closest to the Towers are Black spaces.
Next to the Black spaces are Blue spaces.
Next to the Blue spaces are White spaces.
Next to the White spaces are Green spaces.
Next to the Green spaces are Red spaces.
The center (7th) space of each side is a Gold space.
Spaces must be large enough to hold a stack of cards.

VICTORY
You win if you have an army on all four Tower spaces.

SETUP
Each player places one Army Banner Token in one of the Towers.
Draw 4 creature cards and place them under the token.
Each player draws 2 random artifacts. 

ARTIFACTS
Artifacts stay with the player for the entire game.
Artifacts are placed face-up next to the player.

DECKS
There are 7 decks:
Magic Card Deck
Black Recruit Deck
Blue Recruit Deck
White Recruit Deck
Green Recruit Deck
Red Recruit Deck
Artifact Deck
The decks and discard piles are placed in the center of the board.
The Magic & Artifact decks contain 1 of each card in the list.
Recruit decks contain 3 of each card in the list.
The Recruit decks are face-up.
The Magic & Artifact decks are face-down.

TURN SEQUENCE
Players take turns.
Each turn has 5 phases.
Magic Phase
Travel Phase
Recruit Phase
Split Phase
Battle Phase

MAGIC PHASE
Draw 1 card from the magic deck.
Maximum hand size is 7 cards. Discard excess cards.

TRAVEL PHASE
Roll 2 six sided dice.
If you only have one army you must move it a number of spaces equal to one 
of the dice of your choice.
You may move either direction, but you must move the whole amount.
If you have 2 or more armies you must move one of your armies a number of spaces 
equal to one of the dice and another one of your armies a number 
of spaces equal to the other die.
If an army lands on an enemy army they will fight in Battle Phase.
An army may not land on a friendly army of the same player.
The army includes the army token and the cards stacked under the token.
You may look at the cards under your army tokens any time.
You may not look at the cards of opponents armies.

RECRUIT PHASE
If a moving army lands in an empty (no armies) space, you may draw the top 
card from the indicated Recruit deck and put the creature card face down under 
the token of that army.
For example, if you land on a Black space draw a card from the Black recruit deck.
If an army lands on a Gold space you get to draw one Magic Card.

SPLIT PHASE
If an army contains more than 5 cards it may split in two.
There must be an empty space adjacent to the full army.
Put another token into the adjacent space and put 2 of the cards 
from the old army under the new army.  
A player can have a maximum of 7 armies.

BATTLE PHASE
The active player is the attacker. The other player is the defender.
Reveal the cards of the two opposing armies. 
Each creature card has a force value and spell points.
If an army has 2 creatures of the same color (Black for instance) it gets 
a +1 Force bonus.
If an army has 3 creatures of the same color it gets a +3 Force bonus.
If an army has 4 creatures of the same color it gets a +6 Force bonus and so on.
If an army has 5 creatures of the same color it gets a +10 Force bonus.
The side with the most Arrow units get a +3 Force bonus.
The side with the most Regeneration units get a +3 Force bonus.
The side with the most Flying units get a +3 Force bonus.
Players may play Magic cards to increase the value of their side.
A player may play as many Magic cards as his army has spell points.
Magic Cards and creature special abilities may cause opposing creatures 
to be destroyed (discarded)
All creature special abilities can only be used during battles.
Get the total for each side.
The side with the lower total is destroyed completely.
The winning side loses no creature cards except for those that were 
destroyed by Magic & special abilities



WHITE RECRUIT DECK CARD LIST
Unit Name	Force	Spells	Notes
Knight		4	0	White creatures get +1
Priest		1	2	Negate one spell cast by opponent
Cleric		3	1	Destroy 1 black creature 
Paladin		4	0	Destroy 1 red creature
Cherubs		2	1	Arrows, Flying
Archers		3	0	Arrows
Pikemen		3	0	+2 if Defending
Griffins	5	0	Flying
Guardian Angel	6	1	Flying, +3 if opponent has red creatures
Archangel	7	2	Flying, +3 if opponent has black creatures

RED RECRUIT DECK CARD LIST
Unit Name	Force	Spells	Notes
Cyclops		6	0	Destroy 1 blue creature
Chaos Warrior	4	0	Destroy 1 white creature 
Shaman		1	2	Red creatures get +1
Goblins		2	1	Discard a card to get +3 
Barbarians	3	0	Arrows, +2 if Attacking
Dwarves		2	0	+3 if opponent has blue creatures
Trolls		4	0	Regenerate
Minotaur	5	0	+3 if opponent has white creatures
Hydra		5	0	Regenerate
Dragon		7	1	Flying

GREEN RECRUIT DECK CARD LIST
Unit Name	Force	Spells	Notes
Pixies		1	1	Flying
Elves		2	1	Arrows
Wolves		3	0	+1 if Attacking
Centaurs	4	0	Arrows, +1 per other green creature in your army
Unicorns	5	2	Green creatures get +1
Druid		3	2	Destroy 1 blue creature 
Ranger		4	0	Arrows, Destroy 1 black creature 
Enchantress	2	1	Negate the Force of one opposing creature
Treant		6	1	+3 if opponent has blue creatures
Pheonix		7	0	Flying, Regenerate

BLUE RECRUIT DECK CARD LIST
Unit Name	Force	Spells	Notes
Wizard		1	3	Draw a Magic card 
Sorcerer	2	2	Blue creatures get +1
Pirate		3	0	Steal one random card from opponents hand 
Siren		1	0	Negate the Force of one opposing creature 
Doppleganger	X	0	Gain Force & Ability of 1 opposing creature
Phantasms	3	1	Flying, +3 if opponent has green creatures
Ice Golems	4	0	Regenerate, Destroy 1 green creature
Djinn		5	3	Flying
Storm Giant	6	1	Arrows, Destroy 1 red creature
Titan		7	2	+3 if opponent has red creatures

BLACK RECRUIT DECK CARD LIST
Unit Name	Force	Spells	Notes
Warlock		3	2	Destroy 1 green creature during battle
Necromancer	2	2	Black creatures get +1 
Lich		5	3	Flying
Gargoyle	4	0	Flying
Skeletons	1	0	Regenerate
Zombies		2	0	Regenerate
Wraiths		4	1	+3 if opponent has green creatures
Vampire		4	1	Flying, +3 if opponent has white creatures
Pit Demon	6	2	Destroy 1 white creature during battle
Cosmic Horror	7	1	Regenerate, Flying


MAGIC DECK CARD LIST
Spell Name:	Timing	Effect:
Spell Lore	M	Draw 3 Magic Cards
Blue Blast	B	Destroy one Blue creature
Black Blast	B	Destroy one Black creature
White Blast	B	Destroy one White creature
Green Blast	B	Destroy one Green creature
Red Blast	B	Destroy one Red creature
Haste		T	Target Army can move one space
Magic Steeds	T	Target Army can move two spaces
Wind Walk	T	Target Army can move three spaces
Fly		T	Target Army can move four spaces
Teleport	T	Target Army can move five spaces
Magic Gate	T	Target Army can move six spaces
Time Shift	T	Target Army can move 1D6 spaces
Red Summons	R	Draw a creature from the Red deck and put it on target Army
Black Summons	R	Draw a creature from the Black deck and put it on target Army
White Summons	R	Draw a creature from the White deck and put it on target Army
Green Summons	R	Draw a creature from the Green deck and put it on target Army
Black Summons	R	Draw a creature from the Blue deck and put it on target Army
Red Power	B	Red creatures in target army get +3 Force each
Blue Power	B	Blue creatures in target army get +3 Force each
White Power	B	White creatures in target army get +3 Force each
Green Power	B	Green creatures in target army get +3 Force each
Black Power	B	Black creatures in target army get +3 Force each
Forget		M	Opponent discards 2 Magic Cards
Death Spell	M	Cause one random card to be discarded from target Army
Land Shift	T	Switch position of two armies you control
Creature Switch	T	Switch places of two creatures in two armies you control
Control Red	B	Target Red creature joins your army permanently
Control Blue	B	Target Blue creature joins your army permanently
Control White	B	Target White creature joins your army permanently
Control Black	B	Target Black creature joins your army permanently
Control Green	B	Target Green creature joins your army permanently
Creature Kill	B	Destroy target Creature
Control 	B	Target creature joins your army permanently
Metamorphosis	R	Discard creature and draw a new one of any color
Scrye		M	Look at opponents hand
Divination	M	Look at the top 10 cards in any deck
Commune		M	Look at the cards in any 3 armies
Spell Blast	C	Negate spell cast by opponent
Nullify		C	Negate special ability of one creature
Timing Notes: B = Battle phase, M = Magic Phase, T = Travel Phase, R = Recruit Phase
C = Counter Spell

ARTIFACT CARD LIST
Relic Name:             Notes:
Helm of Command         Each of your Armies gets to hold one extra creature
Celestial Sword        	All your creatures get +1 when attacking
Titans Armor            All your creatures get +1 when defending 
Ring of the Magi    	Draw 1 extra Magic Card per Turn 
Crown of Kings		You get one extra Army Banner
Wand of Orcus		All your Black Creatures get +3 Force
Orb of Illusions	All your Blue Creatures get +3 Force
Eternal Flame		All your Red Creatures get +3 Force
Holy Shroud		All your White Creatures get +3 Force
Oaken Shield 		All your Green Creatures get +3 Force






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