Brief History: WIZARDS as Created and Designed by Coral J. F.
Mosbø and Thomas J. Mosbø and
was Published by the Avalon Hill Game Company of Baltimore, Maryland
USA in 1982. It was Released to the
general public on the 29th of January 1983. After
about a decade, Avalon Hill destroyed any remaining copies of our game
which they were in possession of, and no longer carry or sell our
unique High Fantasy board-game.
1. Correction to the Hamdrel's
Gifts - Rank 4 Chart: This chart also
applies to players before they have a Mentor, who are
therefore Rank 0 ( or Level 0). The
reason for this is that Hamdrel is trying to facilitate the player who
does not yet have a Mentor to meet a High Wizard (since she is a Wise
Woman, she has close contact with all the Wizards). This
rule does not appear on the Score Sheet Charts but does appear in the
Rulebook on page 7, section 7.353.
2. Revision to the Hamdrel's
Gifts - Rank 4 Chart: On a roll of 1 or
2, instead of no gift being given (as is stated on the Score Sheet and
in the Rulebook on page 7, section 7.353), we have changed this rule
to: A High Wizard is summoned to Hamdrel's
Cottage where the player has an immediate encounter with that Wizard. Draw as many Wizard Cards as necessary until
a High Wizard is drawn, ignoring all Traps and Phantasms (each player
at Hamdrel's Cottage will also automatically encounter that Wizard at
the same time).
3. Correction to the Traps
Chart: On a die roll of 5, the player
remains in the space until he rolls a 5 or 6 for his movement roll. After doing so, he may move immediately
on this turn the five or six spaces as indicated by the "freeing" die
roll. This rule is stated incorrectly on
the Score Sheet Chart, but is appropriately implied in the Rulebook on
page 11, section 8.3.
4. Addition to the Dragon's
Lair rules (found on page 16, sections 12.5 to 12.52): If
the player encounters a High Wizard in the Dragon's Lair, he should
move his Lair Time Marker back to the day prior to where the Day
Marker currently is (as if he had just entered the Lair). In
this way, the High Wizard's benevolent powers can help the payer to
stave off becoming Dragonbound (caused by remaining in the Lair too
long).
5. Addition to the Evil Attack
rules (found on page 16, sections 12.1 to 12.5): On
the last day of the Fortnight (day 14 of a Successful Evil Attack), if
the Dragon is not in his Lair (due to a player having
summoned him out on an Animal Encounter), whichever Territory the
Dragon is on when the Attack strikes will automatically be taken over
by Evil that day, ignoring the usual order of the Common, Elven, or
Magic sequence. Therefore, if the Dragon
is on the Sacred Circle when an Evil Attack occurs, for instance, the
game will automatically be over (won by the Evil)! [This
can easily be avoided by either not taking the risk of summoning an
Animal on or near the last day of the Fortnight (especially if you are
on the Sacred Circle), or if the Dragon
is already out of his Lair, by attempting to return him there by
entering the Dragon's Lair Territory (at which point the Dragon is
automatically summoned back to the Lair).
6. Addition to the Evil Attack
rules regarding Tasks (found on page 16, section 12.43): When
a Task is lost due to the Evil taking over a Territory where one of
the Task Markers was placed, all the remaining Task Markers which
applied to that Task are removed from the board and are replaced
by Demon Markers (thus adding to the negative effects of the player not
completing his appointed Tasks).
7. Addition to the Evil Attack
rules regarding Wizards (found on page 16, section 12.42): If one or more Wizards are up on the board
when a Successful Evil Attack occurs, the Territories that the Wizards
are on will be harder for the Evil to take over. Each
Wizard will counteract (or cancel out) one Task or Demon Marker on the
specific Territory that he is on. If there
are no Task or Demon Markers on any of the Territories due to be taken
over by Evil (in sequence) on Day 14 of a Successful Attack, but one
or more Wizards are on these Territories, then the Territories that
have Wizards will be spared over those that do not. In
this way, each High Wizard on any given Territory is counted up for
his positive effects on the Evil Day, just as the Task and Demon
Markers on any given Territory are counted up for their ill effects. However, if a Wizard is on a Territory which
is in sequence to be taken over, and all the above conditions have
been met, but that Territory still has the least strength (or is the
last of its category in sequence) even the Wizard cannot prevent this
Territory from being taken over by Evil. So,
as the Territory flips to the dark side, his Wizard Marker would be
removed from the board, and his Card returned to the Wizard Deck and
reshuffled in the usual way.
8. Revision of the Demon Dazed
rules in regard to Movement on Water (found on page 10, section
7.3043-e): As opposed to moving only one
space per two movement points, as is done on Mountain spaces, we have
changed this rule to: On Water, the Demon Dazed player moves the die
roll indicated (one space for each movement point). [However,
all land movement is still one space per two points, as is correctly
stated in the Rulebook.]
9. Addition to the Evil Attack
rules regarding Boats (found on page 16, section 12.141), and the
Demons rules (found on page 9, sections 7.304 to 7.3041): If
a Demon is in a Boat, as long as that Demon is present, the Boat will
only be able to move one space for each movement point (as if the Boat
itself were Demon Dazed), even if the player travelling on it is not
Demon Dazed.
10. Correction: There
are several places in the Rulebook (and on several Task and Event
Cards) where it states, "…except for any part of the Sacred Circle." This is incorrect, and every
place that this statement appears, it should correctly read:
"…except on any Stone (or the Center) of the Sacred Circle." Random Encounters and such do
happen on the plain spaces of the Sacred Circle (and of
the Sorcerer's Towers).
11. Revision to the Star Crest
Chart (found on the Score Sheet and in the Rulebook, on page 8, section
7.37): A Rank 4 level for Star Crest
should be added for a die roll of 1 or 2, in which instead of receiving
points (which do not benefit a player on the top Level), the player
would meet TWO High Wizards of their choice,
including any High Wizards present on the board or from those still in
the Wizard Cards Deck. However, if the
player selects a Wizard from the board, that Wizard (or those Wizards)
would be reshuffled back into the Wizard Card Deck and their Marker
removed from the board. [However, Rank 4
Sorcerer's can choose only ONE High Wizard (from the board or Wizard
Card Deck) on a die roll of 1 or 2.]
12. Revision to the rules for
the Order of Druids (found on page 14, section 10.13): When
a player advances to being a Priest (Rank 2), an additional ability to
facilitate his ease in getting onto a Sacred Circle Stone is added to
his Spell: Stone Energy - This Spell may
be cast when a player is adjacent to (or on) a Sacred Circle Stone,
and wishes to get onto the Stone of their choice. The
player can move onto a Stone with a Movement Roll of any of the
adjacent Stone numbers to the Stone that the player is adjacent to. [For example: If
the player is on a purple space between Stones 1 and 2 of the Sacred
Circle (A2), that player can get onto Stone 1 with a Movement Roll of
1 or 6, or onto Stone 2 with a Movement Roll of 2 or 3. Or,
if the player is on Stone 4 (B5), that player can move onto Stone 3
with a Movement Roll of 2 or 3, or can move onto Stone 5 with a
Movement Roll of 5 or 6.] However, if the
player is Transported to a Stone of the Sacred Circle (either by a
Spell, or by chance), it must be to the exact Stone
number of their Movement Roll die number.
13. Revision to the rules for
the Order of Sorcerers (found on page 13, section 10.12): When
a player advances to the top Level of Sorcerer (Rank 4), they can meet High Wizards in the open (or on Special spaces
such as the Star Crest) only if TWO or more High Wizards are present
on the same space. However,
since one of the High Wizards is used as a voucher of that player's
good intent, only ONE High Wizard will offer his gem (or TWO if three
Wizards are encountered on the same space, etc.). The
High Wizard which the Sorcerer player would meet would be determined
by a die roll. On a roll of 1-3, the
highest Wizard would be met, on a roll of 4-6, the lesser Wizard would
be met (in order of Ishkatar being the highest Wizard, and Veldor
being the lowest). In addition, a Sorcerer
player (Rank 4) can also meet a High Wizard if he is
met on the same space along with any other player on
the top Level (Rank 4). Once again, the
companion Rank 4 player is used to vouch for the Sorcerer player's
good intent, and the two (or more) players each would encounter the
High Wizard (or Wizards) present on that space. This
same rule also applies to Hamdrel's Cottage, in which Hamdrel vouches
for the Rank 4 Sorcerer player, even if no other players are present
in her dwelling when a High Wizard is summoned. However,
the encounter must be with Hamdrel (in the center Cottage space), not
just on a Woods space of her Territory.
14. Addition to the rules for
being Stranded (found on page 9, sections 7.3031 to 7.30311): A player may also declare himself Stranded if
they feel it is too difficult to get from wherever they are currently
positioned on the Islands (or Water space) to their intended
destination (due for instance, to the Dragon's Lair being the only
connecting link, or whatever). However,
once a player declares himself to be Stranded, even if that player
manages to get out of trouble on their own, the first payer to
encounter that once Stranded player will get the points for rescuing
that person from wherever they are currently encountered (see 7.3031),
and the once Stranded person will then be Transported to a new
destination, which must be on a different Island from the one they were
found on (see 7.30311), unless of course, there is only one Island in
the game set-up. [Note: a Territory which
has been taken over by Evil (which has been turned over to the dark
side) can separate another Territory from the rest of the Island which
it had once been connected to, causing it to become like an individual
Island, and should be treated as a separate Island
(along with any other adjacent Territories connected to it, which are
also cut off).]