Spell Wars Card Game with Dice and Dice Bag

Regular price $29.99

A fast and simple card game inspired by the eight schools of magic from D&D. Now with custom dice!

Spell Wars is an easy to learn, fun card game with strategic decisions and quick turns. Use the ten-sided dice to track your life total!

Spell Wars is a dynamic 2-4 player game designed for quick, engaging sessions lasting just a few minutes. Players wield the power of the eight schools of magic to best their opponents, reducing their Hit Points to 0. The deck consists of 64 cards, featuring eight cards per school, each inspired by Dungeons & Dragons 5e. Each of the eight cards features two distinct effects, allowing for a myriad of strategic possibilities and diverse outcomes. With unique and evocative illustrations on all 64 cards, Spell Wars promises an immersive and lighthearted gaming experience! This bundle also comes with a beautiful bag of four dice.

Spell Wars features straightforward rules that foster exciting emergent gameplay. Players start with Hit Points equal to the number of players, but not less than 3. If a player's Hit Points reach 0, they are out of the game. Counting the Hit Points has never been easier: each player puts their Hit Point Counter Die in front of them, and whenever they take damage or heal, they turn their dice to reflect their current number of Hit Points. The bright orange letters on the black dice make the numbers pop, which is perfect if you want to see the Hit Points of a player who is sitting across the table. And sice the dice are 10-sided, they can reliably show when a player heals, even when someone plays a whole lot of Revivify effects!

Before the game begins, the players can decide who gets the first turn by rolling their dice, and whoever rolled the highest starts the turn!

At the game's start, each player draws 6 cards from a shared deck. In each player's turn, three phases occur:

  • Spellcasting Phase: Play up to 2 cards.
  • Monster Phase: Each summoned monster controlled by the current player can attack, dealing 1 Hit Point of damage to another player. The targeted player can block 1 Hit Point of damage by using a monster they control as a reaction. If they do, both monsters go to the discard pile. A single monster can only block 1 Hit Point of damage from a specific attacking monster this way.
  • Draw Phase: Draw 2 cards.

Used and discarded cards, along with cards from eliminated players, go to the discard pile. Players can check the discard pile's contents at any time. If the draw pile is empty, reshuffle the discard pile to create a new draw pile.

The last player with 1 or more Hit Points wins the game.

The eight schools of magic each have their dedicated card, along with two effects that the players can choose:

  1. Abjuration:
    • Counterspell. Negate an opponent’s played card by forcing them to put it into the discard pile. The negated card has no effect. 
    • Shield. Prevent 1 Hit Point damage to any one player.
    • Note: You can play an Abjuration card as a reaction anytime a player plays a card or chooses to deal damage to you with a monster. Playing this card does not count towards the 2 cards per turn limit, neither during your turn nor on another player's turn.
  1. Conjuration: 
    • Summon Monster. This card becomes a monster under your control. Place it on the table in front of you.
    • Unsummon. Return a monster card from the table to the hand of the player who played it as a Conjuration card.
    • Note: When the Summon Monster action is used, the Conjuration card stays in front of the player who played it. This player controls the monster during the Monster Phase.
  1. Divination: 
    • Time Manipulation. Look at the top four cards of the draw pile and change their order.
    • Scrying. Look at the cards in an opponent’s hand.
  1. Enchantment: 
    • Dominate Monster. Steal a summoned monster from an opponent and place it under your control.
    • Steal Spell. Take a random card from an opponent’s hand and put it into your hand.
  1. Evocation: 
    • Disintegrate. Destroy a summoned monster. 
    • Fireball. Deal 1 Hit Point damage to all other players. 
  1. Illusion: 
    • Phantasmal Power. Play this card to recreate the effects of any other card type. 
    • Font of Dreams. Draw two cards from the draw pile. 
    • Note: You can only play an Illusion card as an Abjuration card during your own Spellcating Phase, and only if it is the second card you play during your turn. It counts towards your 2 cards per turn limit.
  1. Necromancy: 
    • Revitalize Memory. Put the top two cards from the discard pile into your hand. 
    • Revivify. Gain 1 Hit Point.
  1. Transmutation: 
    • Cripple Intellect. Force an opponent to discard two cards at random.
    • Transfuse. A player of your choice must discard up to three cards and draw the same number of cards plus an additional card from the draw pile.

Your purchase includes the following physical products:

  • Spell Ward Card Game (64 unique illustrated cards)
  • Spell Wars Rules
  • 4 Hit Point Counter d10 Dice 
  • Spell Wars Dice Bag


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