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(neither game nor rules use the word "visible" for a castable spell)
(→‎Gain Mana: Added breakdown of deck)
 
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==Overview==
==Overview==


Reduce your opponent's health to 0 first
You are wizards vying for the seat of the dead Archmage. Defeat your opponents and be the last wizard standing to become the new Keeper of the Grimoire.
 
 
==Setup Phase==
 
As part of the opening sequence, turns are a little different
 
• Player 1 chooses a spell
 
• Player 2 chooses a spell
 
• Player 1 chooses a spell
 
• Player 2 commences a normal turn
 


== Objective ==
Damage your opponent until their health reaches 0, while preventing your own health from doing the same. Do this by drawing spells and casting them for various effects, some dealing damage and some restoring your power.
==Turn==
==Turn==


A turn is made up of 5 phases
At the beginning of the game, player 1 takes one spell, then player 2 takes one spell. Player one takes another spell. Then player 2 plays their turn as normal.
 
• Choose a Spell
 
• Cooldown
 
• Gain Mana
 
• Cast
 
• Basic Attack
 
 
====Choose a Spell====
 
From those on display, pick one and add it to your area
 
If your area already contains 6 spells, you must choose and discard an existing spell (one which has no cooldown mana on it) to make room
 
 
====Cooldown====
 
Remove a single Mana off all your spells
 
 
====Gain Mana====
 
Draw 3 mana cards, mana cards have values between 1 and 4


Maximum mana hand size of 10 cards
Each turn is made up of 5 phases.


=== Choose a Spell ===
Choose a spell from the Spell Pool and add it to your Spell Repertoire. You can have up to 6 spells. If you choose an additional spell, you must discard an existing spell with no mana to make room. This phase is skipped if all 6 spells have mana on them.


====Cast====
=== Spell Cool Down ===
A single mana card is removed from each spell in your Spell Repetoire.


Any spell which is not on cooldown (i.e. has no mana cards beneath it) can be cast if the player wishes and is able to
=== Gain Mana ===
Draw 3 mana cards into your hand. Max hand size is 10, checked at the start of your turn.


Spend the number of Mana cards ('''not''' the card values) required and place these on the cast spell in a staggered way so it's clear how much mana is left
There are 60 cards in the mana deck:


Some cards cost 0 Mana, so no cards are required
Value 4 x 4 cards


Value 3 x 8 cards


====Basic Attack====
Value 2 x 16 cards


You may discard a single Mana card and deal damage equal to its value (1-4)
Value 1 x 32 cards


As such, you may want to think about what Mana cards are generically used during the Cast phase
=== Cast Spells ===
Players may cast spells from their Spell Repertoire by placing the number of required mana '''cards''' (the values printed on the cards is irrelevant) on them. The spell must not have any pre-existing mana cards on it.


=== Basic Attack ===
You may discard a single mana card and deal damage equal to its strength value (1-4).
==Spell Anatomy==


==Spells in Detail==
Each card has a spell type, a spell activation, and a spell cost.


Spells have various effects as described on the cards
==== Spell Types ====
'''Damage''' (red): These cards primarily damage the opponent.


However, what's common between them is the information on the top left banner, which tells you THREE pieces of information
'''Regeneration''' (green): These cards primarily gain additional mana.


The number on the stack of cards icon tells you how many mana cards are required to cast it, and, in the same way, tell you how many cooldown turns until it can be cast again (ignoring potential other spell effects which could alter this)
'''Utility''' (violet): These cards primarily manipulate mana or the rules of the game.


The symbol in the circle tells you how it will activate, either immediate effect (Down Arrow), ongoing effect (Circle Arrow), or a delayed effect (Side Arrow). Immediate effects occur as soon as you cast it and that's it. Ongoing effects occur as long as there is still mana on the card. Delayed effects occur each time a mana card is removed from it, either through the normal cooldown or perhaps another spell's effect.
==== Activation Types ====
'''Instant''' (down arrow): The spell goes into immediate effect after casting.


The colour of the circle tells you the type of effect. The effect itself is in the description, but the colour just gives you an at a glance idea of what it might do. Red circles deal damage, Green circles gain mana cards, Purple circles break the rules of the game in some way
'''Delayed''' (right arrow): The spell is activated when a mana card is removed from it. This can happen by a spell's effect or during the Spell Cool Down phase.


'''Ongoing''' (arrow in circle): The spell is activated as long as there is a mana card on it.


==== Spell Cost ====
Each card displays a number indicating how many mana cards must be placed on the card to activate it. Spells with higher costs tend to be more powerful.
==Game End==
==Game End==


The game ends the moment one player is reduced to 0 life, at which point their opponent wins!
The game ends the moment one player is reduced to 0 life, at which point their opponent wins!

Latest revision as of 22:25, 11 October 2025

Overview

You are wizards vying for the seat of the dead Archmage. Defeat your opponents and be the last wizard standing to become the new Keeper of the Grimoire.

Objective

Damage your opponent until their health reaches 0, while preventing your own health from doing the same. Do this by drawing spells and casting them for various effects, some dealing damage and some restoring your power.

Turn

At the beginning of the game, player 1 takes one spell, then player 2 takes one spell. Player one takes another spell. Then player 2 plays their turn as normal.

Each turn is made up of 5 phases.

Choose a Spell

Choose a spell from the Spell Pool and add it to your Spell Repertoire. You can have up to 6 spells. If you choose an additional spell, you must discard an existing spell with no mana to make room. This phase is skipped if all 6 spells have mana on them.

Spell Cool Down

A single mana card is removed from each spell in your Spell Repetoire.

Gain Mana

Draw 3 mana cards into your hand. Max hand size is 10, checked at the start of your turn.

There are 60 cards in the mana deck:

Value 4 x 4 cards

Value 3 x 8 cards

Value 2 x 16 cards

Value 1 x 32 cards

Cast Spells

Players may cast spells from their Spell Repertoire by placing the number of required mana cards (the values printed on the cards is irrelevant) on them. The spell must not have any pre-existing mana cards on it.

Basic Attack

You may discard a single mana card and deal damage equal to its strength value (1-4).

Spell Anatomy

Each card has a spell type, a spell activation, and a spell cost.

Spell Types

Damage (red): These cards primarily damage the opponent.

Regeneration (green): These cards primarily gain additional mana.

Utility (violet): These cards primarily manipulate mana or the rules of the game.

Activation Types

Instant (down arrow): The spell goes into immediate effect after casting.

Delayed (right arrow): The spell is activated when a mana card is removed from it. This can happen by a spell's effect or during the Spell Cool Down phase.

Ongoing (arrow in circle): The spell is activated as long as there is a mana card on it.

Spell Cost

Each card displays a number indicating how many mana cards must be placed on the card to activate it. Spells with higher costs tend to be more powerful.

Game End

The game ends the moment one player is reduced to 0 life, at which point their opponent wins!