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4 Posts

Wizardology: The Game» Forums » Rules

Subject: Wizardology instructions for gutted child! rss

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gill grant


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Hi

I wonder if there is some lovely kind person out there who would be willing to copy the wizardology instructions for my son - he saved his pocket money and bought the game from a charity shop but when we got it home we realised that it has no instructions. I cannot find the instructions on the web so am pleading with someone for help. Its not a game where we can guess the instructions either!

Thanking you all in advance for your time and keeping my fingers crossed that someone can help

 
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Uri Bentlov
United States

Utah
I just picked up the game. With rules. Do you still need them?
 
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Tabby Giegler
United States

Oregon
"WIZARDOLOGY" GAME PLAY

OBJECTIVE:

To become a Master Wizard by collecting 4 talismans (a familiar, a wizard's hat, a staff, and an amulet) and free Merlin's spirit from the old oak tree.

SET UP:

1. Place the maze board in the center of the table. Place a Spirit Chamber at each of the 4 open outer doorways of the game board.
* Place the familiar die and the familiars in the Water Spirit Chamber.
* Place the Dragon Medallion and the wizard hats in the Air Spirit Chamber.
* Place the cup with the wizard staffs inside it in the Fire Spirit Chamber.
* Place the magic wand, levitation magnets and amulets in the Earth Spirit Chamber.
2. Each player selects a wizard whose path he or she wishes to follow and places the wizard figure in the center of the maze.
3. Shuffle the Magical Item Cards, Crystal Ball Cards, and Phoenix Feather Cards. Keep each deck separate and put them to the side. Place the Spells and Potions book and dice off to the side.

PLAYING THE GAME:

Your goal is to collect all 4 talismans. You do this by successfully moving around the maze and collecting cards that will help you collect the talismans. You may also duel other apprentices for their cards.

1. Each apprentice rolls the double die. The highest roller goes first and play continues clockwise.
2. The board is a maze, so the first challenge lies in choosing which direction to take. The center, as well as the different rings of the maze are marked with open doorways to enter or leave by. Each apprentice must find his or her way through the maze to visit each of the 4 outer Spirit Chambers to collect the talismans. There is no order in which the Spirit Chambers must be visited. When navigating the maze, if an apprentice reaches a dead-end, he or she may bounce off the wall to continue moving. For example, if you roll a 5 and are only 2 spaces from the dead-end, you may move 2 spaces then bounce back for moves 3, 4, and 5. Dead-ends are normally locked, but can be opened if you have the "Open Sesame" Card.

THE SPACES ON THE BOARD:

1. Magical Items: Draw one card from the Magic Item deck. Magical Item Cards are keys to entering the Spirit Chambers - you cannot gain access to a particular chamber without the card that corresponds to it. The more Magical Item Cards an apprentice has, the more chances there will be to successfully attempt each task.
* Animal Magic Guide Book: The key to entering the Water Spirit Chamber
* Dragon Medallion: The key to entering the Air Spirit Chamber.
* Athame: Key to entering the Fire Spirit Chamber
* Ring of Power: Key to entering the Earth Spirit Chamber.
2. Wild Cards: These cards can be used to represent any of the 4 Magical Items you wish.
3. Release A Genie: Roll the double die. If the outer die is higher than the inner die, the apprentice has successfully released a genie. He or she then moves to the Spirit Chamber named on that card. If the apprentice has the Magical Item Card for that particular Spirit Chamber, he can perform the task required to earn a talisman. If the apprentice does not have the Magical Item Card, the turn is over. He leaves the Spirit Chamber on his next turn. If the inner die is higher than the outer, or a tie occurs, the apprentice has failed to release the genie and the turn is over.
4. Fairy Flag: If you draw this card, you instantly earn a talisman of choice. There is no need to go to the Spirit Chamber or perform the task!
5. Hand of Glory: This allows an apprentice to steal a talisman from any other player. Take the talisman of choice from another player, return it to the Spirit Chamber it came from, then take your corresponding talisman.
6. Kee's Locator: If a Hand of Glory card was used on you to steal one of your talismans, this card will help get it back. You must return to the Spirit Chamber of the talisman that was stolen and present this card. You will not need to perfrom the task - the stolen talisman will be instantly returned.
7. Happiness Spell: This is an "All Play" card. Each apprentice rolls the double die. Whoever rolls the highest combination will be the happiest and is allowed to move that number of spaces. Play continues clockwise from the winner.
8. Dowsing: If you pick this card, you must blind draw a Magical Item Card from an opponent of choice.
9. Open Sesame: This card allows an apprentice to move directly through a wall marked with a lock. Once the player has unlocked a wall and gone through, it becomes locked again.
10. Vivienne's Circle: A powerful card to have, as it protects you from the following magical attacks: Dowsing, Hand of Glory, Magical Duels and Elf Charms.
11. Wind Knot: This card can really give you the advantage against your opponents. It allows an apprentice to rotate a quarter of the way in either direction. Whether you rotate to the right or to the left, you must always make sure that the doorways line up with a Spirit Chamber. This allows players to move themselves closer to a Spirit Chamber they may need to get to, or to move an opponent further away from one.
12. False Prophecy: If you draw this card, you must start over again from the center of the maze. You still keep everything you have collected so far.
13. Phoenix Feathers: Draw one card from the Phoenix Feather deck. These cards help transport apprentices around the maze more quickly. Phoenix Feather Cards do not have to be used right away, but can be kept for later use. There are 3 different types of flight:
* Seven League Boots: This card allows an apprentice to travel to any space on the ring he or she currently occupies. The boots have limits, though. If a wall is in your way, you cannot go through it, unless you possess an "Open Sesame" Card.
* Broomstick: Before being able to use a Broomstick Card, the apprentice must roll the die. If an even number is rolled, the broomstick's magic is working in the apprentices' favor and movement to anywhere in the maze, including the 4 Spirit Chambers, is allowed. An odd number proves the broomstick useless - the card should be discarded and the apprentices turn is over.
* Magic Carpet: The best means of flight! An apprentice can fly anywhere on the maze, including the Spirit Chambers. If an apprentice is wise he or she will hold onto at least one Magic Carpet Card during the course of the game. This will prove to be quite useful when returning to the enter for the final task of freeing Merlin!
14. Roll Double Die: Roll the double die and move the combined amount of the inner and outer die.
15. Lose a Turn: The apprentice loses their turn.
16. Spells and Potions: An apprentice must roll the Spells and Potions dice after landing here. One die is marked with a symbol, the other with a color. The combination determines which spell or potion you have performed and whether or not you have performed it successfully. Refer to the Spells and Potions book to look up your combination and find out the results of your roll.
17. The Alchemy Lab: Rolling certain combinations on the Spells and Potions dice will land an apprentice in the Alchemy Lab. On his or her next turn, the apprentice must attempt to escape by rolling the same combination on the Spells and Potions dice that had originally sent him or her here. An apprentice has only 3 chances per turn to get out. He or she must stay there for as many turns as it takes to get out. If a player lands here during the normal course of play it should be treated as a blank space.
18. Secret Path: If an apprentice lands on a Secret Path space, he or she may move directly to any other Secret Path space marked on the maze. The apprentice will begin from this new space on his or her next turn.
19. Crystal Ball: An apprentice must draw from the Crystal Ball deck after landing on this space. It is not always wise to consult a Crystal Ball. Some things you see in the ball may be good, some may be bad. Draw from this deck at your own risk!
20. Elf Charm: If you pick this card, you must blind draw a Phoenix Feather Card from an apprentice of choice.

THE TASKS:

When you reach a Spirit Chamber, you immediately perform the task required to earn that particular talisman.

1. Familiar: In the Water Spirit Chamber you call upon the playful spirit, Gladde, to help you summon your Familiar. Use the double die and the Familiar die for this task. First roll the Double Die. The outer die will determine the amount of chances you have to roll the Familiar die. For example, if you are the Lapp Shaman and you roll a 5 on the outer double die, you have 5 chances to roll Gumpi, the wolf, on the Familiar die. If you fail, you must try again, but only if you have another Animal Magic Guide Book Card to use on your next turn. If you do not have another Animal Magic Guide Book Card, you must leave the Spirit Chamber in search of another.
2. Wizard Staff: In the Fire Spirit Chamber, you will summon the spirit Pranxtor to help you earn your Wizard staff. You will blind draw a staff from the cup. If you succeed in drawing your colored staff, place the staff into the arms of your wizard piece. If you draw a staff whose color doesn't match your wizard, or the neutral staff, you have failed. Place the staff back into Pranxtor's cup. You may try again if you have another Athame Card to use on your next turn. If you do not have another Athame Card, you must leave the Spirit Chamber in search of another.
3. Wizard Hat: In the Air Spirit Chamber you will call upon the spirit Jaypes to help you locate a magical beast. Take the Dragon Medallion and flip it like a coin. If the dragon lands face up, you have located a dragon and have earned a hat. Place the appropriate hat on the head of your wizard piece. If the egg lands face up, you have failed this task and must try again, but only if you have another Dragon Medallion Card. If you do not have another Dragon Medallion Card, you must leave the Spirit Chamber in search of another.
4. Amulet: In the Earth Spirit Chamber you will call upon the spirit Larfor to help you perform a special magic trick. An opposing apprentice must hold the magic wand and place the first of 2 identical levitating magnets onto it. You must then place the second magnet on the wand - guessing which way to put it. If the magnet levitates, you have succeeded and can collect your amulet. If the magnet falls, you have failed and must try again, but only if you have another Ring of Power Card to use on your next turn. If you do not have another Ring of PowerCard you must leave the Spirit Chamber in search of another.

MAGICAL DUELS:

If you land on the same space as another apprentice, you may challenge that player to a Magical Duel.

1. Before dueling begins, the challenging apprentice bets a certain number of cards. Any amount and combination of cards can be used, but you cannot bet more cards than the other player has.
2. Each apprentice then takes one set of Magical Duel Cards. Each set consists of 3 attack cards: Spell, Potion, and Chant. The dueling players shuffle their cards. Then, each player places the first 2 cards face down and flips the third card over to reveal the attack. The cards score as follows: Spell beats Potion, Potion beats Chant, and Change beats Spell. In the case of a tie. apprentices re-shuffle their cards and start again until there is a winner.
3. The winner takes as many cards as were bet from the other player.
4. If you land on a Magical Duel space, move directly to another player's space to begin a duel. The challenging player does not abide by the rules of the space he or she has moved to.

WINNING THE GAME:

Once you have completed all 4 tasks and have in your possession the 4 talismans, you are no longer an apprentice, but are worthy of the title of "Wizard"! You may now proceed back to the center of the maze to perfrom the final test.

1. If you have a Magic Carpet Card, it would be wise to use it now to fly directly to the center. If not, you must travel back to the center through the maze. This is dangerous because it leaves you open to losing your talismans along the way.
2. If you make it to the center unscathed, you are safe!
3. In order to free Merlin, you must roll a combination of 7 with the double die: 4 and 3, 5 and 2 or 6 and 1. You get only one chance per turn.
4. If you successfully roll a 7, you have freed Merlin and won the game!
5. Beware! If you roll a combination of 3 (2 and 1), the "Rule of Three" applies and you will be sent back to the last Spirit Chamber you visited. You must travel back to the center to try again!
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Bill Allen
Australia
Ngunnawal, Canberra
ACT
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One of my sons also has this, so Geekmail me if you need anything.

Cheers,
Bill
 
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