Build a path for power and influence in this 1-4 player worker placement game
Requirements
60-90
1-4
12+
Description
The Wizards Path is a worker placement / hand management game for 1-4 players ages 12 and up and takes betweeen 60-90 minutes to play. Each player represents an elemental Wizard that has a natural affinity to one of the four basic elements: Air, Earth, Fire, or Water. Players build their Path by using a discard cost mechanic, then use the Focuscroll (game board) abilities to help put the cards in sequence, creating a balanced Wizards Path.
When your Path is strong enough, you will be able to summon powerful spells, known as the Majum, or challenge other Wizards Paths to gain rewards or experience. Use the court cards as support to your Path or petition the allied courts to gain influence. The game ends at the end of a turn when one or more players have a completed balanced Path. The Wizard that has a completed balanced Path with the most Path strength, Majum power and allied court influence wins the game.
Check out 'Undead Viking' Lance Myxter preview where he gives a great summary explanation of the game:
The Wizards Path has 3 phases:
- Build Path - Wizards Ways - Meditation Here is a summary of the phases and what can be done during each phase:
Build Path Phase
Beginning with the first player, choose one of the following actions, then play alternates clockwise until all players consecutively pass:
- Place an elemental card at the end of your Path and pay it's (affinity) cost - Draw an available card from one of the placemats and replace it with one of your available tokens - Return one of your tokens from one of the placemats to your available token pool and apply the ability of that placemat Pass At the end of the Build Path phase, reset the Focuscroll by discarding any remaining cards on the Focuscroll placemats, then refill the Focuscroll placemats in sequence with cards from the LifeDeck (draw deck).
Wizards Ways Phase
Beginning with the first player, choose one of the following actions, then play alternates clockwise until all players consecutively pass:
- Summon Majum (spell): Place Majum face down in your Majum play area and place one of your available tokens on it; it's level must match or be lower than your Path strength - Channel Power: Place one of your available tokens on an available Majum in your play area to add it's power to your Path strength Invoke Majum (spell): Discard available Majum in your play area to apply it's ability - Petition Allied Court Cards: Pay it's influence cost and add it to your Allied Court area - Nullify Rival Energy: Place one of your available tokens in your Rival Card area to negate negative bonuses caused by rival cards - Issue a Path Challenge: Compare your path strength to an opponents path strength, winner gets to choose one of three rewards) - Pass
Meditation Phase
The meditation phase is a 'clean up' phase. Follow these steps in order:
1. Return all tokens to players available pools 2. Flip up any face down cards in play 3. Discard cards in players Rival Card areas 4. Check for victory conditions 5. Players may discard cards from their hand, then draw back up to initial hand size 6. The player with the first player token can assign it to another player or keep it, then start a new round
Victory Conditions
Play continues until one or more players fulfill the victory conditions during the meditation phase:
2 Players - Complete a sequenced (in order) path from Ace to 10 3 Players - Complete a sequenced (in order) path from Ace to 9 4 Players - Complete a sequenced (in order) path from Ace to 8
In order to qualify for victory, your path MUST be completed and in ordered sequence. Players who qualify then tally their total Victory points by combining:
- Total Path strength - Total influence from court cards in your Allied Court area - Total power strength of the Majum in your Majum area
The winner is the one with the most Victory points. If there is a tie, then it is the player with the LEAST amount of cards in their play area.
The Wizards Path can also be played as a solitaire game with some slight modifications to the rules...