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| * If you became Downed within your own deployment quarter, you must use the respawn point furthest from where you were Downed. | | * If you became Downed within your own deployment quarter, you must use the respawn point furthest from where you were Downed. |
| * Count aloud to twice your base starting HP: | | * Count aloud to twice your base starting HP: |
| ** '''Base 2 HP – Count to 4.''' | | ** '''Base 2 HP → Count to 4.''' |
| ** '''Base 4 HP – Count to 8.''' | | ** '''Base 4 HP → Count to 8.''' |
| * Once the count is complete, you may re-enter the game. | | * Once the count is complete, you may re-enter the game. |
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| You do not need to memorise these rules, as any mechanics being used will always be explained during the game briefing. They are provided here as a reference for players who wish to learn more about the different objectives, creatures, and special mechanics that may appear during play. | | You do not need to memorise these rules, as any mechanics being used will always be explained during the game briefing. They are provided here as a reference for players who wish to learn more about the different objectives, creatures, and special mechanics that may appear during play. |
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| {{Collapsible section | | {{Banner rules}} |
| |toc=2.1. Banner Rules
| |
| |title=Banner Rules
| |
| |summary=Rules for banners carried by players, including their effects and how they influence the battlefield.
| |
| |bottom=yes
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| |content=
| |
| <div class="wizlords-collapsible-section-subheading">Standard of Command</div>
| |
| At the start of the round, one player on each team is designated as the Standard Bearer.
| |
|
| |
|
| <div class="wizlords-collapsible-section-subsubheading">Key Rules</div>
| | {{Relics rules}} |
| * Must keep one hand free to carry the banner at all times.
| |
| * May not run.
| |
| * The banner may not be passed to another player.
| |
| * Cannot use Recon.
| |
| * Has 12 HP regardless of class, armour, or other bonuses.
| |
|
| |
|
| <div class="wizlords-collapsible-section-subsubheading">Additional Rules</div>
| | {{Relic binding rules}} |
| * May be healed as normal.
| |
| * May receive buffs and be affected by spells as normal.
| |
| * Cannot be resurrected.
| |
| * If Downed, they must immediately return to their team's respawn point.
| |
|
| |
|
| <div class="wizlords-collapsible-section-divider"></div>
| | {{Burial mounds rules}} |
| | |
| <div class="wizlords-collapsible-section-subheading">Banner Bearer</div>
| |
| At the start of the round, one player on each team is designated as the Banner Bearer.
| |
| | |
| <div class="wizlords-collapsible-section-subsubheading">Key Rules</div>
| |
| * Must keep one hand free to carry the banner at all times.
| |
| * May not run.
| |
| * The banner may be passed to another teammate at any time.
| |
| * Cannot use Recon if they begin the round carrying the banner.
| |
| * Uses their normal HP.
| |
| | |
| <div class="wizlords-collapsible-section-subsubheading">Additional Rules</div>
| |
| * May be healed, resurrected, buffed, and affected by spells as normal.
| |
| * If Downed and Respawn is active, they may take the banner with them to respawn.
| |
| * If Downed and unable to respawn, they must remain where they fell until a teammate takes the banner or resurrects them.
| |
| }}
| |
| | |
| {{Collapsible section | |
| |toc=2.2. Relics
| |
| |title=Relics
| |
| |summary=Powerful objects that must be captured, defended, transported, or controlled to achieve objectives.
| |
| |bottom=yes
| |
| |content=
| |
| <div class="wizlords-collapsible-section-subheading">Relic</div>
| |
| Relics are valuable objectives that begin the game on a pillar and are typically captured, defended, or returned to a team's deployment area.
| |
| | |
| <div class="wizlords-collapsible-section-subsubheading">Key Rules</div>
| |
| * Relics begin the round on a pillar.
| |
| * A relic may be picked up by any player with a free hand.
| |
| * A player carrying a relic may not run.
| |
| * Once picked up, a relic is bound to that player and may not be passed to another teammate.
| |
| * Relics may only be held by a player or placed on a pillar.
| |
| * Arcane Servants may not carry relics.
| |
| * To place a relic on a pillar, the player must count aloud to 5 while holding the relic.
| |
| | |
| <div class="wizlords-collapsible-section-subsubheading">Additional Rules</div>
| |
| * A player carrying a relic uses their normal HP.
| |
| * A player carrying a relic may be healed, resurrected, buffed, and affected by spells as normal.
| |
| * If Downed, the player must remain where they fell until another player takes the relic or they are resurrected.
| |
| * If a player is Downed while placing a relic on a pillar, the placement fails.
| |
| | |
| <div class="wizlords-collapsible-section-divider"></div>
| |
| | |
| <div class="wizlords-collapsible-section-subheading">Blessed Relic</div>
| |
| Blessed Relics use the normal Relic rules with the following modification:
| |
| | |
| <div class="wizlords-collapsible-section-subsubheading">Additional Rules</div>
| |
| * The bearer gains +2 HP while carrying the relic.
| |
| | |
| <div class="wizlords-collapsible-section-divider"></div>
| |
| | |
| <div class="wizlords-collapsible-section-subheading">Minor Cursed Relic</div>
| |
| Minor Cursed Relics use the normal Relic rules with the following modification:
| |
| | |
| <div class="wizlords-collapsible-section-subsubheading">Additional Rules</div>
| |
| * The bearer suffers a -2 HP penalty while carrying the relic.
| |
| | |
| <div class="wizlords-collapsible-section-divider"></div>
| |
| | |
| <div class="wizlords-collapsible-section-subheading">Major Cursed Relic</div>
| |
| Major Cursed Relics use the normal Relic rules with the following modifications:
| |
| | |
| <div class="wizlords-collapsible-section-subsubheading">Additional Rules</div>
| |
| * The bearer suffers a -2 HP penalty while carrying the relic.
| |
| * The bearer cannot be healed.
| |
| * The bearer cannot receive Blessings, Arcane Armour, Wards, or similar magical buffs.
| |
| * The bearer is unaffected by touch-based spells, including Resurrection.
| |
| | |
| <div class="wizlords-collapsible-section-divider"></div>
| |
| | |
| <div class="wizlords-collapsible-section-subheading">Defended Relic</div>
| |
| Defended Relics use the normal Relic rules with the following modifications:
| |
| | |
| <div class="wizlords-collapsible-section-subsubheading">Key Rules</div>
| |
| * The defending side may not voluntarily move the relic from its pillar.
| |
| * If the defending side recovers the relic after it has been stolen, they must return it to its pillar as soon as possible.
| |
| | |
| <div class="wizlords-collapsible-section-subsubheading">Additional Rules</div>
| |
| * The player carrying the relic gains any positive or negative effects associated with that relic as normal.
| |
| }}
| |
| | |
| {{Collapsible section
| |
| |toc=2.3. Relic Binding
| |
| |title=Relic Binding
| |
| |summary=Objectives that require players to maintain contact with an item or location for a set period of time to complete an action.
| |
| |bottom=yes
| |
| |content=
| |
| <div class="wizlords-collapsible-section-subheading">Relic Binding</div>
| |
| Relic Binding requires a player to place a Relic on their team's pillar and maintain contact with it for a specified period of time.
| |
| | |
| Relic Binding uses the normal Relic rules with the following modifications:
| |
| | |
| <div class="wizlords-collapsible-section-subsubheading">Key Rules</div>
| |
| * Each scenario will specify the required Binding Time in the victory conditions.
| |
| * The Binding Time may be:
| |
| ** '''Cumulative''' - progress is retained between attempts.
| |
| ** '''Consecutive''' - the full time must be completed in a single uninterrupted attempt.
| |
| * A Relic must first be placed on the pillar following the normal Relic rules.
| |
| * The Binding Timer only runs while the player who placed the Relic maintains at least one hand in contact with it.
| |
| | |
| <div class="wizlords-collapsible-section-subsubheading">Additional Rules</div>
| |
| * If the player Binding the Relic is Downed, the Binding attempt immediately ends.
| |
| * The player's spirit must immediately return the Relic to the central pillar before proceeding to respawn.
| |
| * If the player has no respawns remaining, they must return the Relic to the central pillar before returning to their deployment zone.
| |
| * A player may not be resurrected while actively Binding a Relic.
| |
| * Once a Relic has been placed for Binding, it may not be removed by any player except the spirit of the player who placed it.
| |
| | |
| <div class="wizlords-collapsible-section-divider"></div>
| |
| | |
| <div class="wizlords-collapsible-section-subheading">Imprint</div>
| |
| Imprint requires a player to hold a designated object for a specified period of time.
| |
| | |
| Imprint uses the normal Relic rules with the following modifications:
| |
| | |
| <div class="wizlords-collapsible-section-subsubheading">Key Rules</div>
| |
| * Each scenario will specify the required Imprint Time in the victory conditions.
| |
| * The Imprint Time may be:
| |
| ** '''Cumulative''' - progress is retained between attempts.
| |
| ** '''Consecutive''' - the full time must be completed in a single uninterrupted attempt.
| |
| * The Imprint Timer only runs while the object is being carried by a living player.
| |
| | |
| <div class="wizlords-collapsible-section-subsubheading">Additional Rules</div>
| |
| * If the player carrying the object is Downed, the Imprint attempt immediately ends.
| |
| * The object may be recovered and the Imprint attempt resumed if the scenario uses cumulative timing.
| |
| }}
| |
| | |
| {{Collapsible section
| |
| |toc=2.4. Burial Mounds
| |
| |title=Burial Mounds
| |
| |summary=Special locations that continuously produce hostile creatures until they are destroyed or controlled.
| |
| |bottom=yes
| |
| |content=
| |
| Burial Mounds are spawning points that release hostile NPCs when players approach.
| |
| | |
| <div class="wizlords-collapsible-section-subsubheading">Key Rules</div>
| |
| * The scenario will specify what terrain piece represents the Burial Mound.
| |
| * Each Burial Mound begins the game containing an NPC.
| |
| * The scenario will specify the type and strength of the NPC.
| |
| * If a player comes within 1 metre of a Burial Mound containing an unreleased NPC, that NPC is immediately released.
| |
| | |
| <div class="wizlords-collapsible-section-subsubheading">Additional Rules</div>
| |
| * Released NPCs attack all living players.
| |
| * NPCs continue fighting until they are Downed or no living players remain nearby.
| |
| * When Downed, an NPC returns to its Burial Mound.
| |
| * Once returned, the NPC may be released again by another player approaching the Burial Mound.
| |
| }} | |
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|
| {{Beasts rules}} | | {{Beasts rules}} |
|
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| {{Collapsible section | | {{Eggs rules}} |
| |toc=2.6. Eggs
| |
| |title=Eggs
| |
| |summary=Valuable objectives that must be protected, recovered, transported, or destroyed depending on the scenario.
| |
| |bottom=yes
| |
| |content=
| |
| <div class="wizlords-collapsible-section-subheading">Egg</div>
| |
| Eggs are valuable objectives that begin the game on a pillar and are typically captured, defended, or returned to a team's deployment area.
| |
|
| |
|
| <div class="wizlords-collapsible-section-subsubheading">Key Rules</div>
| | {{Marauders rules}} |
| * Eggs begin the round on a pillar.
| |
| * An Egg may be picked up by any player with a free hand.
| |
| * Once picked up, an Egg is bound to that player and may not be passed to another teammate.
| |
| * Eggs may only be held by a player or placed on a pillar.
| |
| * Arcane Servants may not carry Eggs.
| |
| * To place an Egg on a pillar, the player must count aloud to 5 while holding the Egg.
| |
|
| |
|
| <div class="wizlords-collapsible-section-subsubheading">Additional Rules</div>
| | == Where To Next? == |
| * A player carrying an Egg may be healed, resurrected, buffed, and affected by spells as normal.
| | * [[How Weekly Games Work]] ← Next Step |
| * If Downed, the player must remain where they fell until another player takes the Egg or they are resurrected.
| | * [[Terrain and Hazards]] |
| * If a player is Downed while placing an Egg on a pillar, the placement fails.
| | * [[Game Modes and Maps]] |
| | |
| <div class="wizlords-collapsible-section-divider"></div>
| |
| | |
| <div class="wizlords-collapsible-section-subheading">Blessed Egg</div>
| |
| Blessed Eggs use the normal Egg rules with the following modification:
| |
| | |
| <div class="wizlords-collapsible-section-subsubheading">Additional Rules</div>
| |
| * The bearer gains +2 HP while carrying the Egg. | |
| | |
| <div class="wizlords-collapsible-section-divider"></div>
| |
| | |
| <div class="wizlords-collapsible-section-subheading">Minor Cursed Egg</div>
| |
| Minor Cursed Eggs use the normal Egg rules with the following modification:
| |
| | |
| <div class="wizlords-collapsible-section-subsubheading">Additional Rules</div>
| |
| * The bearer suffers a -2 HP penalty while carrying the Egg. | |
| | |
| <div class="wizlords-collapsible-section-divider"></div>
| |
| | |
| <div class="wizlords-collapsible-section-subheading">Major Cursed Egg</div>
| |
| Major Cursed Eggs use the normal Egg rules with the following modifications:
| |
| | |
| <div class="wizlords-collapsible-section-subsubheading">Additional Rules</div>
| |
| * The bearer suffers a -2 HP penalty while carrying the Egg.
| |
| * The bearer cannot be healed.
| |
| * The bearer cannot receive Blessings, Arcane Armour, Wards, or similar magical buffs.
| |
| * The bearer is unaffected by touch-based spells, including Resurrection.
| |
| | |
| <div class="wizlords-collapsible-section-divider"></div>
| |
| | |
| <div class="wizlords-collapsible-section-subheading">Defended Egg</div>
| |
| Defended Eggs use the normal Egg rules with the following modifications:
| |
| | |
| <div class="wizlords-collapsible-section-subsubheading">Key Rules</div>
| |
| * The defending side may not voluntarily move the Egg from its pillar.
| |
| * If the defending side recovers the Egg after it has been stolen, they must return it to its pillar as soon as possible.
| |
| | |
| <div class="wizlords-collapsible-section-subsubheading">Additional Rules</div>
| |
| * The player carrying the Egg gains any positive or negative effects associated with that Egg as normal.
| |
| }}
| |
| | |
| {{Collapsible section
| |
| |toc=2.7. Marauders
| |
| |title=Marauders
| |
| |summary=Non-player characters that can be recruited, escorted, controlled, or fought over by competing sides.
| |
| |bottom=yes
| |
| |content=
| |
| <div class="wizlords-collapsible-section-subheading">Marauder</div>
| |
| Marauders are powerful NPC warriors that can be fought, captured, or escorted as part of a scenario objective.
| |
| | |
| <div class="wizlords-collapsible-section-subsubheading">Key Rules</div>
| |
| * Marauders begin the game in a designated zone.
| |
| * Marauders attack any player who approaches them.
| |
| * Marauders have 12 HP regardless of armour or costume.
| |
| * Marauders are armed with a one-handed weapon and shield.
| |
| * Marauders have a permanent Arcane Weapon effect.
| |
| * All Marauder attacks deal 2 HP damage to any location.
| |
| * Marauders can damage Arcane Servants and Beasts.
| |
| | |
| <div class="wizlords-collapsible-section-subsubheading">Additional Rules</div>
| |
| * Marauders fight until Downed.
| |
| * Once Downed, a Marauder takes no further part in the scenario unless a Subdued Marauder rule is in effect.
| |
| | |
| <div class="wizlords-collapsible-section-divider"></div>
| |
| | |
| <div class="wizlords-collapsible-section-subheading">Marauder Healer</div>
| |
| Marauder Healers use the normal Marauder rules with the following modifications.
| |
| | |
| <div class="wizlords-collapsible-section-subsubheading">Key Rules</div>
| |
| * May use either a one-handed weapon and shield or a two-handed weapon.
| |
| * Any weapon carried by the Marauder Healer is treated as an Arcane Weapon and deals 2 HP damage to any location. | |
| * May instantly cast:
| |
| ** Resurrection up to 10 times per round.
| |
| ** Full Heal up to 10 times per round.
| |
| ** Mass Heal up to 10 times per round.
| |
| | |
| <div class="wizlords-collapsible-section-divider"></div>
| |
|
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|
| <div class="wizlords-collapsible-section-subheading">Subdued Marauder</div> | | <div class="wizlords-navbox-divider"></div> |
| Subdued Marauders use the normal Marauder rules with the following modifications.
| |
| | |
| <div class="wizlords-collapsible-section-subsubheading">Subduing a Marauder</div>
| |
| * When Downed, a Marauder may be subdued.
| |
| * To subdue a Marauder, a player must place a hand on it and count aloud to 5.
| |
| * Once subdued, the Marauder no longer deals damage.
| |
| * The player may then lead the Marauder to its destination.
| |
| * Both the player and Marauder may only move at a walking pace.
| |
| * Arcane Servants may not subdue or lead Marauders.
| |
| | |
| <div class="wizlords-collapsible-section-subsubheading">Additional Rules</div>
| |
| * If the handler is Downed, the Marauder immediately stops moving and waits to be subdued again.
| |
| * Only one player may subdue a Marauder at a time.
| |
| * If multiple players attempt to subdue the Marauder simultaneously, it becomes confused and follows neither player until successfully subdued by a single player.
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| * Once a Marauder reaches a side's deployment zone, it is removed from play for the remainder of the round.
| |
| }}
| |
| | |
| == Where To Next? ==
| |
| * [[Character Creation]] ↠Next Step
| |
| * [[How Weekly Games Work]]
| |
| * [[Safety Rules]]
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|
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| {{Game_rules}} | | {{Player Guide}} |