Card & Dice game for 2+ players
Each Player controls a Cabal of Mages.
Source Material... "Mage: The Ascension" RPG by White Wolf.
Mage The Ascension is a copyrighted property of White Wolf.
This is merely a Fan site.
To win you must complete the following:
1. One or more of your Mages must ascend to the 10th Level (Oracle).
2. You must establish a Chantry (control one or more Nodes).
3. All Foes in your Territory must be at level 5 or less.
10 & 6 sided dice are needed to play.
There are 4 Common Decks: Mage, Spell, Attribute, and Foe Decks.
A player keeps two hands of cards simultaneously: a Foe Hand and a Spell Hand.
Tokens (Markers) are needed to keep tract of: Wounds, Experience, Talismans,
Transformations, and Conversions.
Paper & Pencil to keep track of Foes & Foe Levels.
Nodes are represented by a seperate set of generic "Node cards".
All nodes are considered to have similar properties.
Note that you do not start with a Node in play but you must control one to win.
Nodes are discovered (put into play) in Research Phase.
Roll high on 1D10 to see who goes first.
Each player starts with a cabal of 4 Mages. Draw 4 mages from the Mage Deck.
Each starting Mage is at level 1. Put a +1 skill Token on each Mage.
Each cabal occupies its own territory.
A territory will also be occupied by Foes.
Roll 1D6 for each of the ten types of foes to get their Foe Level:
1D10 Foe Type:
8. Umbral Denizens
Players take turns.
Each turn has 6 phases:
Draw one card from the Foe Deck.
Max Foe hand size = 10 cards.
Discard excess cards.
Fill your spell hand to its maximum size.
Spell hand Max size = 4 with the following modifiers:
+1 If any of your Mages are level 3+
+1 If any of your Mages are level 6+
+1 If any of your Mages are level 9+
+1 If your Cabal has 8+ Mages
+1 If your Cabal has 12+ Mages
+1 For each Node you control
-1 If any of your Mages is experiencing ‘Quiet’.
Roll for a random Foe on the Foe Table.
That foe gains 1D6 Foe points.
If any Foe has 11+ Foe points, and gained Foe points this
turn, then that Foe will attack your Cabal.
The Attacking Foe will have a Force = to its Level +1D10.
Any other player may play matching Foe cards to
increase the Foe Force Total by +1D6 per card played.
For a Foe card to match it must be of the same type as the attacking foe.
For example: The Technomancers are attacking. Your opponent may play a
Men in Black Foe card if he has one, because MIB are Technomancers.
The Cabal has a Force = to the combined Skill level of all
its non-neutralized Mages divided by 5 rounding up +1D10.
The Cabal player must play a Detect Spell card.
If a Detect card is not played, the Foe gets an extra +1D10 Force for surprise.
The Cabal player may play Attack Spell cards to increase the
Cabals Force Total by +1D6 per card played.
Instead of Fighting, the Mages may flee combat by playing a Transport Spell.
Compare the Force totals of the Cabal and the Foes.
The side with the higher Total is the winner.
If the Cabal wins, the Foe Total is reduced to 1D10.
If the Foes win, the Cabal loses one of its Nodes.
Put a ‘Captured’ Token on the Node. Those Foes now guard that Node.
Roll for Wounds & Experience:
After any combat randomly assign 1D6-1 wound tokens to your Mages.
Play a Defense Spell card to negate a wound.
Any mage that takes 2 or more wounds must (remove the Wound Tokens and) roll
on the Aggravated Wound Table:
AGGRAVATED WOUND TABLE
1-2 Mage is Killed
3-4 Mage is Transformed
5 Mage is Converted
6 Mage is Captured
If Killed place the card back in the Mage deck.
If Transformed, place a Transformation Token on the Mage card.
(Transformed = Mutated, turned to stone, paralyzed, cursed, insane, crippled,
turned into animal or monster, withered, blinded, burned, poisoned, etc.)
If Captured, place a Captured Token on the Mage card. Also note which
Foe captured the Mage.
If Converted, place a Converted Token on the Mage Card. Note which Foe
Converted the Mage. The Converted Mage will be part of all future conflicts
with that that Foe, on the Foes side, and will add his level to the Foes Force.
Roll 1D6 for each Mage that takes part in a Combat (Win, loose, or escape).
On a roll of 4-6 the Mage gains one Level. (The Experience Roll)
Roll Modifiers: +1 if you lost, -1 if you won.
(You always learn more from your mistakes)
Add a +1 Experience Level Token to the Mage card.
Neutralized Mages include Mages that are:
Captured, Wounded, Transformed, or Experiencing “Quiet”
(Quiet = Mage cannot properly perceive or interact with reality)
Neutralized Mages cannot fight, raid, train, cast spells, etc.
CASTING SPELLS & USING ATTRIBUTES
To play a Spell card you must have a Mage that can cast the Spell.
Each Spell lists what kind of Mage can cast it. For example:
You would need a Mage of the Akashic Brotherhood to cast the ‘Dim Mak’ Spell.
In all cases where it says you may cast a spell you may play an
Attribute card in addition or instead.
For instance: Instead of playing a Detect Spell you play a Detect Attribute.
Spell & Attribute cards are discarded when they are played.
Note: Spell cards are kept in your hand, Attribute cards are attached to Mages.
Skip this Phase if you were attacked in Attack Phase.
Choose which Mages are going on the Raid.
Choose the Target of your Attack.
The Target may be a captured or newly found Node or one of your 10 Foes.
You must play a Detect Spell to find the Target.
Then you must play a Transport Spell to get to the Target.
Combat is resolved as in Attack Phase.
If the Foes win, the Cabal does not lose a Node. (like in Attack Phase)
If the Foes win, the Foe level is reduced by 1D6-1 levels.
If the Cabal was raiding a Foe or captured Node and wins, the
Foe Total is reduced 2D6 levels. (0 Minimum)
If the Cabal was raiding a captured node and they win, they gain control of the node.
If the Cabal was raiding a new node and they win, they gain control of
the node and all Guardians are destroyed.
If the Target had any captured Mages and the Cabal won, the Captured Mages are freed.
If the Target had any converted Mages and the Cabal won, roll 1D6:
1-2 = The Mage is Killed
3-4 = The Mage lives and is still a Foe (& gains one Level)
5-6 = The Mage is converted back and rejoins the Cabal
Raiding is considered Combat, like in Attack Phase (Roll for Wounds & Experience)
If you did not get attacked or go on a raid this turn, roll once on the Research Table.
6 Find a Node
10 Pick one
Recruit = Draw one Mage card from the deck.
The newly awakened mage starts at level one.
Mage cards you control are placed face up in front of you.
Quiet = Place a Quiet Token on one random Mage.
Attribute = Draw an Attribute card and place it on one random Mage.
Find a Node = Place a Node Card in Play in front of you.
Roll on the Foe Table to see what kind of Foe is guarding it.
The Node will have 1D10 worth of Foe Points guarding it.
Note: A Territory will have a maximum of 1D6 Nodes.
Training = Each of your Mages makes an Experience roll at –1.
Healing = Remove a Wound, Transformation or Quiet Token from one of your Mages.
You may play a Paradox card on any opponents Mage that just cast a Spell.
MAGE & SPELL DECK CARD TYPES
Abv Mage Tradition: Sphere of Magic: Foci:
AB Akashic Brotherhood Mental Purification, Sash, Weapon
CC Celestial Chorus Prime Fire, Holy Symbol, Song
CE Cult of Ecstasy Time Incense, Music, Vice
D Dreamspeaker Spirit Crystals, Drums, Feathers
E Euthanatos Entropy Bones, Dolls, Weapons
HO Hollow Ones None None
OH Order of Hermes Forces Circles, Seals, Stones
SE Sons of Ether Matter Goggles, Meters, Abacus
V Verbena Life Blood, Wand, Cauldron
VA Virtual Adepts Correspondence Computers, Electricity
A Any Mage
MAGE DECK CARD LIST
Card Name Type
Martial Artist AB
Wandering Wise Man AB
Zen Monk AB
Witch Hunter CC
Voodoo Priest E
Blood Doll HO
Secret Agent OH
Mad Scientist SE
Absent Minded Professor SE
Web Master VA
SPELL DECK CARD LIST
Spell Name: Type Notes:
Landscape of the Mind VA Detect
Spatial Mutations VA Defense
Polyappearance VA Make 2 Raids this turn
Free Conjunction VA Transport
Co-Location VA Transport
Genetics Scan VA Detect
Physiological Control VA Attack
Tapping the Signal VA Transport
Multi-Tasking VA Detect
Graphic Transmission VA Defense
Pathos HO Detect
Sidestep Time HO Attack or Defense
Accelerate Time HO Opponent must skip his next turn
Corresponding Sensing HO Detect
Manipulate Memory HO Attack or Defense
Flesh Toys HO Defense
Divided Sight CE Detect
The Rush CE Draw 2 Spell Cards
Subliminal Impulse CE Attack or Defense
Time Sense CE Detect
Leap Beyond CE Transport
Drums of Elemental Fire CE Attack
Slow Time CE Attack or Defense
Peeping Tom CE Detect
Tune in, Turn on, Drop out CE Defense
Ripple through Space SE Transport
Analyze Substance SE Detect
Matter Pattern Dissociation SE Attack
Alter Weight SE Defense
Alter State SE Attack
Probe Thoughts SE Detect
Shrunken Machine SE Detect or Attack
Psychic Sterilization SE Attack
Time Travel SE Transport
Ray Projector SE Attack
Blight of Aging V Attack
Flying Brooms V Transport
Animal Form V Attack
Bond of Blood V Draw 2 Spell Cards
Spirit Sight V Detect
Call Spirit V Attack or Defense
Breach the Gauntlet V Transport
Uther’s Butchered Visage V Defense
Imbue Flesh V Detect or Defense
Sounding the Gong AB Attack
Kick of the Four Winds AB Attack
Dim Mak AB Attack
Great Leap AB Defense
Breath of the Day AB Defense
No-Mind AB Detect
Recharge AB Draw 2 Spell Cards
Serene Temple AB Defense
Sense the Dragon Echo AB Detect
The Blissful Discipline AB Attack
Stalking the Void E Detect
Rip the Man Body E Attack
Possession E Attack
Curse of the Mayfly E Attack
Magdeline’s Dynamic Mind E Defense
Rubbing of the Bones E Attack
Little Good Death E Attack
Delions Haze E Defense
Intellectual Entropy E Opponent must discard 3 Spell cards
Destroy Thought E Defense
Darksight OH Detect or look at top 1D10 cards of Foe Deck
Ball of Abysmal Flame OH Attack
Hermes Portal OH Transport
Call Lightning OH Attack
Veil of Invisibility OH Attack or Defense
The Seven League Stride OH Transport
Metamorphosis OH Attack
Transmutation OH Attack
Untether OH Detect or Transport
Postcognition OH Detect
Embracing Mother Earth D Defense or Attack
Dreamers Shroud of Day D Defense
Fragments of Dream D Detect
Sense Quintessence D Detect
Sugar Magnolias D Detect
Quintessence Blast D Attack
Break the Dreamshell D Transport
Dream Locus D Transport
Walking on Water CC Transport
Prayer of Healing CC Remove a Wound Token
Flames of Purification CC Attack
Gauntlet Prison CC Attack
Deep Umbra Travel CC Transport
Songs of Future Days CC Detect or look at top 1D10 cards of Foe Deck
Mark of the Beast CC Detect
Spirit Pilgrimage CC Transport
Hymn of Beatific Harmony CC Draw 2 Spell Cards
Radiate Primes Energy CC Draw 2 Spell Cards
Countermagic A Defense
Coincidental Magic A Negate a Paradox Card
Heal Damaged Pattern A Remove a Wound or Transformation Token
Better Body A Attack
Stepping Sideways A Transport
Control Randomness A Reroll one Die Roll
Perceive Entropy A Detect or Look at opponents Foe Hand
Diffuse Energy A Defense
Telekinetic Control A Attack or Transport
Telepathy A Detect
FOE DECK CARD TYPES
I = Inquisition
F = Fey
V = Vampires
W = Werewolves
T = Technomancers
M = Marauders
N = Nephandi
R = Wraith
G = Mages
U = Umbrood
P = Paradox Spirit
FOE DECK CARD LIST
Card Name Type Notes
Witch Hunter I
Government Agent I
Arcanum Scholar I
Catholic Church I
Society of Leopold I
Brujah Rebels V
Gangrel Shapeshifters V
Malkavian Pranksters V
Hideous Nosferatu V
Toreador Artistes V
Tremere Warlocks V
Venture Sophisticates V
Sabbat Pack V
Black Furies Tribe W
Get of Fenris W
Red Talons W
Shadow Lords W
Silver Fangs W
Iteration X T
HIT Cyborgs T
Men in Black T
New World Order T
Big Brother T
Progenitor Clones T
Null-B Marines T
Webspider Technospirits T
The Syndicate T
Void Engineers T
Unravel Reality M
Marauder Mage M
Mythic Beast M
Nephandus Mage N
Demon Hordes N
Black Spiral Dancers N
Destroy Matter & Energy N
Rogue Magi G
Errant Magi G
Umbrood Minions U
Umbrood Lord U
Umbrood Preceptor U
Guardian Spirit U
Farandwee P Put a Transformation Token on Target Mage
Hex P Put a Wound Token on Target Mage
Igtukra the Unbridled P Put a Transformation Token on Target Mage
Terra Firma P Put a Wound Token on Target Mage
Dementia Paradox P Put a Quiet Token on Target Mage
Dorobo P Opponent must discard 3 random spell cards
Rune-Fetter P Put a Transformation Token on Target Mage
Wrinkle P Negate a Spell just cast
Vulgar Magic P Negate a Spell just cast
Static Reality P Negate a Spell just cast
Paradox Flaw P Remove 2 Experience Points from Mage
Paradox Backlash P Put a Transformation Token on Target Mage
Hobgoblins P Foe gains 1D6 Foe Points
ATTRIBUTES DECK CARD LIST
Attributes include Skills, Abilities, Talismans, Talents, and Knowledges.
Card Name: Notes:
Spirit Goggles Detect (Talisman)
Sword of Discharge Attack (Talisman)
X-ray Glasses Detect (Talisman)
Peacemaker Attack (Talisman)
Prodigy Detect (Talisman)
Tass Draw 2 cards from the Spell deck (Talisman)
Foci Draw 2 cards from the Spell deck (Talisman)
Magik Tome Draw 2 cards from the Spell deck (Talisman)
Library Draw 2 cards from the Spell deck
Avatar Draw 2 cards from the Spell deck
Arete Gain 1 Quiet & 2 Experience Tokens
The Seeking Gain 1 Quiet & 2 Experience Tokens
Epiphany Gain 1 Quiet & 2 Experience Tokens
Ascension Gain 1 Quiet & 2 Experience Tokens
Mentor Gain 1 Quiet & 2 Experience Tokens
Enlightenment Gain 1 Quiet & 2 Experience Tokens
Mindscape Remove a Quiet Token
Multiple Actions Attack
Dexterity Attack or Defense
Alertness Detect or Defense
Leadership Attack or Defense
Meditation Remove a Quiet Token
Cosmology Look at next 10 cards in Foe Deck
Enigmas Look at opponents Foe Hand
Medicine Remove a Wound Token
Dynamic Essence Attack
Pattern Essence Defense
Primordial Essence Detect
Questing Essence Transport