Our Verdict
HIGHLY RECOMMENDED
If you love quick bluffs and a dash of fantasy, Wizard Würfelspiel will hit the spot; the playtime is short and tension stays high.
Highlights
- Ultra‑simple rules
- Fast to learn
- Constant psychological interaction
- Light components
Keep in mind
- Relies on reading opponents
- Limited variety without spells
- Frequent tie potential
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About the game
What you do in a play session
Wizard Würfelspiel transports the beloved Wizard card game into a dice‑driven showdown, delivering a fast, light, and bluff‑heavy experience. Designed for 2‑5 players and lasting roughly 20 minutes, it’s perfect for a quick filler between heavier titles. At the start of each round one player becomes the seer and places a bid on his score sheet: he picks a color (blue, red, yellow or green) and a number from 1 to 5, e.g., "blue‑4". The other players then take turns making their own bids, each one forced to differ from all previous bids, which creates tension and mind‑reading fun. After all bids are in, the seer decides which color the wizard symbols on the dice will count for that round.
The seer then rolls seven custom dice up to three times, optionally setting aside any dice after the first and second rolls. If a non‑seer’s bid is satisfied on the first or second roll, that player crosses out his bid with an X. When the seer has rolled three times or fulfilled his own bid, the round ends. Anyone who hasn’t hit their target writes the difference between their bid and the actual number of the chosen color rolled, marking that number in the circle. As an alternative, a player may cross off the number of jokers (the jester faces) shown, provided the number is between 1 and 5 and hasn’t been crossed before.
The player who placed the highest bid in a color different from the seer becomes the next seer. Play continues until a player accumulates nine Xs in his bidding area; then scores are tallied: each successful bid awards 1‑5 points, while recorded differences subtract points. The highest total wins. The game also offers ten optional spell cards that tweak dice results or bids, adding extra variety. With ultra‑simple rules, minimal components (icon dice and paper sheets), and plenty of psychological interaction, Wizard Würfelspiel is ideal for fans of quick bluffs, risk decisions, and a dash of fantasy without the hassle.
The seer then rolls seven custom dice up to three times, optionally setting aside any dice after the first and second rolls. If a non‑seer’s bid is satisfied on the first or second roll, that player crosses out his bid with an X. When the seer has rolled three times or fulfilled his own bid, the round ends. Anyone who hasn’t hit their target writes the difference between their bid and the actual number of the chosen color rolled, marking that number in the circle. As an alternative, a player may cross off the number of jokers (the jester faces) shown, provided the number is between 1 and 5 and hasn’t been crossed before.
The player who placed the highest bid in a color different from the seer becomes the next seer. Play continues until a player accumulates nine Xs in his bidding area; then scores are tallied: each successful bid awards 1‑5 points, while recorded differences subtract points. The highest total wins. The game also offers ten optional spell cards that tweak dice results or bids, adding extra variety. With ultra‑simple rules, minimal components (icon dice and paper sheets), and plenty of psychological interaction, Wizard Würfelspiel is ideal for fans of quick bluffs, risk decisions, and a dash of fantasy without the hassle.
Gallery
Box and component photos
Tap any photo to open fullscreen. Photos submitted by the community or publisher.
Best player count
BGG community vote
2
REC
3
BEST
4
REC
5
REC
Soundtrack
Ambience suggested by Melodice
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Mechanics, categories, families and credits
Mechanics
Categories
Families
Publisher
999 Games, AMIGO, Kikigagne?
Designer
Daan Kreek
Artist
Franz Vohwinkel
Community
Data from BoardGameGeek
898owners
29wishlist
4want to play
Frequently Asked Questions
Quick answers before you buy
How many players can join?
2 to 5 players.
What is the typical play time?
About 20 minutes per game.
How complex is the game?
Very low; the rules can be learned in a few minutes.
What components are included?
Seven icon dice, paper sheets for scoring, and ten optional spell cards.
Who is the game best suited for?
Fans of quick bluffs, fast decisions, and light fantasy themes.
Are the spell cards required?
No, they are optional and only add extra variety.
How is the winner decided?
After someone reaches nine Xs, points are tallied; the highest total wins.
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