How to Play Wiz-War: Malefic Curses

Fantasy Flight Games, Giochi Uniti, Heidelberger Spieleverlag · Board game · 2014
2–5 · best 4 120 min Weight 2.3/5
9.2 rating Ludopedia
7.9 rating BGG

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Game Objective

In Wiz-War: Malefic Curses, players take on the role of powerful wizards, including the necromancer Dauziel, who seek to claim their place as Master of the Arcane Order. The game is a duel between wizards within a labyrinth, where they use various schools of magic to trick, curse, and defeat their rivals. The victory condition is not explicitly detailed in the provided context, but the general objective is to outwit the other wizards to become the Master.

Preparation (Setup)

To incorporate the Malefic Curses expansion into the base game, follow these steps:

  1. Add New Wizard and Player Color: Add the plastic wizard miniature included in the Malefic Curses expansion to the available wizards for selection during step 1 of the base game setup. The purple player color also becomes available.
  2. Add New Schools of Magic: Add the schools of Hexcraft, Chaos, and Necromancy to the schools of magic chosen during step 4 of the base game setup.
  3. Setup for 5 Players: To play a game with five players, shuffle the purple sector board with the others, as described in step 2 of the base game rulebook setup. Then, build the game board and place the portals as shown in the manual's diagram (not provided in the context).
  4. Optional Extended Flash Energy Rule: If all players agree and are not playing with the schools of Necromancy or Hexcraft, they may use this optional rule. After selecting the schools during step four of the setup, randomly select four energy cards and place them back in the game box. Then, randomly select four flash energy cards, add them to the deck, and continue with the setup.

The expansion components are marked with the Malefic Curses expansion icon to differentiate them from the base game components.

Game Flow

Refer to the manual for details on this section.

Actions and How to Play

The Malefic Curses expansion introduces new mechanics and card types:

  • Flash Energy: Players can use a Flash energy card to boost spells. When casting a spell, a player can discard a flash energy card to power it. However, a Flash energy card cannot be used to increase the wizard's speed.
  • Random Energy: When a player uses a Random Energy card, they roll a die and add the result to the value indicated on the card. This sum is the total amount of energy provided by the card. The player can use this energy to increase their wizard's speed or boost a spell. Some magic cards with the random energy icon on the bottom border provide energy equal to the result of a die roll.
  • Random Magic: Some cards in the Malefic Curses expansion, especially from the Chaos school, but also from Hexcraft and Necromancy, feature random effects. When a card requires the "result of 1 die," the player rolls the die and uses the result to determine the card's effects as described in the text.
  • Same Sector Icon: Several cards in the Malefic Curses expansion have the same sector icon. A wizard can play a card with this icon on a target that is in the same sector board as them.
  • Teleportation: Some spells in this expansion require a wizard to teleport a number of squares in a specific direction. When teleporting, the wizard ignores walls, doors, objects, or spells along the way. However, they still suffer the effects of any objects or spells in the square where their teleport ends. If the teleport ends in a square the wizard cannot legally occupy (such as a square with a stone block), the wizard takes one physical damage and moves one additional square in the same direction until they reach an eligible square. Wizards can teleport through portals or from an open side of the map/exterior wall to the opposite side, as if the two sector boards were adjacent. The base game's "Teleport" spell follows these rules.
  • Hexes: Hexes are a type of spell from the Hexcraft school. When a player casts a hex spell, they place the corresponding hex marker on an empty square in the same sector as their wizard, but not on a base square. Hexes are not objects, cannot be damaged, picked up, or moved after being placed. They do not block line of sight or movement. They are permanent creations but can be dispelled. A hex is triggered when a wizard enters a square with a hex marker, immediately suffering the effects detailed on the corresponding spell card. If the wizard enters the hex marker square more than once in the same turn, they suffer the effect each time they enter.
  • Multiple Targets: Any wizard or creature affected by an attack spell is a target. If a spell that affects multiple targets is canceled by any of the targets, none of the targets suffer the effects.
  • Stun Effects: Some spells in Malefic Curses can cause a wizard to gain stun markers. If a wizard discards a stun marker during their Time Passage phase, they are stunned during that turn (see "Time Passage Phase" on page 6 and "A Stunned Wizard" on page 15 of the base game rulebook).

Schools of Magic

  • Hexcraft: A school of tricks, curses, and traps. It relies on hexagons (hexes), which are runic traps with explosive results. It also allows for hindering opponents with curses and powerful attacks.
  • Chaos: Wild, unpredictable, and capricious. It possesses great potential power, but some wizards master its entropic nature. It distorts and manipulates friends, enemies, and the environment with a variety of random effects.
  • Necromancy: Manipulates powers from beyond the grave. Wizards who use Necromancy can control shadows and darkness, and even death in moments of extreme need, with the help of spirits and ethereal energy.

End of Game and Scoring

Refer to the manual for details on this section.

Tips for Winning

  • The school of Hexcraft allows you to control the board with runic traps (hexes). Strategically placing these markers on empty squares in the same sector as your wizard can create danger zones for opponents, triggering effects each time a wizard enters the square.
  • The school of Chaos focuses on random effects. While unpredictable, mastering its entropic nature can lead to great potential power, distorting and manipulating the environment and wizards.
  • Teleportation is a powerful tool for ignoring obstacles like walls, doors, and spells. Use it to move quickly through the labyrinth, but be aware that you still suffer the effects of objects or spells in the destination square.

Rules manual

Official PDF file

Prefer the Official PDF? Download the official Wiz-War: Malefic Curses rulebook or browse it online with our AI rules assistant.
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Frequently Asked Questions

Quick answers about the rules

5 questions
What is the objective of Wiz-War: Malefic Curses?
In Wiz-War: Malefic Curses, players take on the role of powerful wizards, including the necromancer Dauziel, who seek to claim their place as Master of the Arcane Order. The game is a duel between wizards within a labyrinth, where they use various schools of magic to trick, curse, and defeat their rivals. The victory condition is not explicitly detailed in the provided context, but the general objective is to outwit the other wizards to become the Master.
How do you set up Wiz-War: Malefic Curses?
To incorporate the Malefic Curses expansion into the base game, follow these steps: Add New Wizard and Player Color: Add the plastic wizard miniature included in the Malefic Curses expansion to the available wizards for selection during step 1 of the base game setup. The purple player color also becomes available. Add New Schools of Magic: Add the schools of Hexcraft, Chaos, and Necromancy to the schools of magic chosen during step 4 of the base game setup. Setup for 5 Players: To play a game…
How do you play Wiz-War: Malefic Curses?
Refer to the manual for details on this section. The Malefic Curses expansion introduces new mechanics and card types: Flash Energy: Players can use a Flash energy card to boost spells. When casting a spell, a player can discard a flash energy card to power it. However, a Flash energy card cannot be used to increase the wizard's speed. Random Energy: When a player uses a Random Energy card, they roll a die and add the result to the value indicated on the card. This sum is the total amount of…
How does Wiz-War: Malefic Curses end, and how do you score?
Refer to the manual for details on this section.
What are some tips for winning Wiz-War: Malefic Curses?
The school of Hexcraft allows you to control the board with runic traps (hexes). Strategically placing these markers on empty squares in the same sector as your wizard can create danger zones for opponents, triggering effects each time a wizard enters the square. The school of Chaos focuses on random effects. While unpredictable, mastering its entropic nature can lead to great potential power, distorting and manipulating the environment and wizards. Teleportation is a powerful tool for…
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