TWOW Mages Rulebook EN - NET
TWOW Mages Rulebook EN - NET
TWOW Mages Rulebook EN - NET
1 Player Board
1 Mage Miniature
with a color base
s with nature
shielding wind
unity
fire wall mind shatter
magic acc
umulation
5 Wooden 1 Wooden
trophy
trophy trophy
cubes Energy
had
ly, Alzur Alzurnis famou tations You can swear
Apparent the creatio magical incan that the defeated Alzur
ers in rs. ical diction;
his fing t witchewith truly orator swore under his breath
of the firs this is notafter spitting out a few
s that one day he would create
Perhap e his work you doubt he’ll still be
Marker
tim teeth, spells powerful enough
the last against himboast ... ing about it. to win any duel.
ned
has tur
:
Once per FightOnce per t:
Fight:Once
per Fight:
dieeffec
roll athe and apply
roll athe
dieeffect:
roll a die and apply 1-3: and apply the
age,
1-3: Deal 1 Dam Dealstep 1-3: Deal 1 Dam effect:
1 Damage,
in 2the
draw lastless
cards drawin 2the last step age,
draw 2 cards less Turn. cards less in the last
of this Fight of this Fight of this Fight Turn. step
Turn.
age.
4-5: Deal 1 Damage.
4-5: Deal 1 Dam 4-5: Deal 1 Dam
age.
age.
6: Deal 2 Dam6: Deal 2 Damage. 6: Deal 2 Dam
age.
2
overview
The Mages Expansion brings 5 new playable characters
to The Witcher: Old World. It contains all components
needed to add those characters to any existing expan-
sions. You may play as a Mage (instead of a Witcher)
when using any combination of Expansions or game
modes. Any number of Players may choose to play as
a Mage (including everyone) during the same game.
CREDITS
3
game setup a
c
b
Since there are differences on how to prepare and play
the game when all Players decide to play as Mages, and
when only some do so, you need to decide on the way
you are going to proceed before step 2 of the standard
Setup rules.
Depending on the chosen way to play the game, follow
the steps explained in one of two sections below. SOME, BUT NOT ALL PLAYERS
DECIDE TO PLAY AS MAGES
ALL PLAYERS DECIDE
TO PLAY AS MAGES Setup changes:
Players use both the basic Action cards and the
Setup changes: Mage Action cards for the entirety of the game.
First, place the Game Board extension 1 to create
Players do not use the Action cards found in the space for two separate decks. Then, shuffle each
basic game. Instead, a deck of Mage Action cards deck separately, and reveal 6 cards from each deck
is used. Basic Action cards are placed back in the (following the standard rules). That way, there
game box. should be 6 Witcher Action cards 2 and 6 Mage
Action cards 3 available.
Players shuffle the Mage Action deck and place it
where the standard deck would be placed 1 (the 1
Game Board extension is not needed). The first six
available cards are placed face up following the
standard rules 2 . 3
naturebending fiery wind armor enhancement fiery embers rain of lightnings
water trap
1 2 2
naturebending fiery wind armor enhancement fiery embers rain of lightnings staggering blow intensive axii
water trap counterattack precise cut cover
crushing blow
4
When Player gains a new Action card in Phase III
gameplay of their Turn, they also discard a card from the oth-
er card pool that holds the same position.
Gameplay changes:
c
Whenever a game rule or component refers to a
a Witcher or Witchers, treat it as if it instead says counterattack
crushing blow
cover
Mage or Mages.
Mages may fight one another, just like Witchers do.
Mages can pay Gold to train their Specialty on their
School Location, as shown on the Specialty Token
axii
sive
inten
placed there during game setup. For example: A Witcher gains the rightmost card from
their pool, takes it into their hand a , and the rightmost
SOME, BUT NOT ALL PLAYERS Mage Action card b is discarded. Each card pool is
moved right c and replenished with a new card.
DECIDE TO PLAY AS MAGES Mages may fight one another, Witchers may fight
Mages and vice-versa.
Mages can pay Gold to train their Specialty on their
Gameplay changes: School Location, as shown on the Specialty Token
placed there during the game setup.
Whenever a game rule or component refers to
a Witcher, treat it as if it instead says Mage or
Witcher, depending on the situation. If a game
rule or component refers to Witchers treat it as if it
instead says Mages and Witchers.
Whenever any Player gains an Action card in any
way, they choose a card from their respective pool
or deck, following all standard rules (e.g. a Witcher
can not gain Mage cards).
Whenever any Player is allowed to discard Action
cards (eg. using Vizima Location Action), they may
choose cards from either pool in any combination.
5
WISDOM AND ENERGY If a card depicts this symbol b , after it’s basic Fight
Ability a is resolved (but before the next card is acti-
vated in your Combo, if any):
Each Mage has Combat, Alchemy, and their own Spe- You may spend the required Energy b to activate it’s
cialty (just as any other Witcher). Mages replace the boost effect c .
Defense Attribute with Wisdom. Mages also do not have
a Shield level, and they gather and spend Energy instead.
Basic
Fight Ability a
Training Wisdom
Required
Whenever a Mage would raise or lower their De- Energy b
fense level, they raise or lower their Wisdom level
instead.
Boost
Whenever the game refers to the Player’s Defense, effect c
the Player playing as a Mage treats it as Wisdom.
Gathering Energy
Card draw increase/decrease is resolved in Step 4 of
Whenever a Mage would raise or lower their Shield the Player’s Fight Turn, following standard rules.
level, they raise or lower their Energy level instead.
water trap
Whenever the game refers to the Player’s Shield, NEW CARD TYPES
the Player playing as a Mage treats it as Energy.
(Exception: a Mage does not lower their Energy
level after taking Damage.)
Mage Action cards have the same colors as standard
Whenever a Mage raises their Wisdom level, they Witcher Action cards, so when any effect in the game
immediately raise their Energy level by 1. refers to a specific type and color, it can affect both Witch-
er and Mage cards.
Energy is spent and gained during Fights. During
Fights, Energy can exceed the Mage’s Wisdom level But Mages Action cards represent the different Spells
(different from the rule for Shields). which belong to 5 different branches:
After a Fight, the Energy level is raised up to that Blue - Water Red - Fire
Mage’s Wisdom level. Yellow - Air Green - Earth Purple - Mind
Spending Energy
Mage Action cards are used similarly to basic Action
cards. A Player gets a starting deck, builds it, and uses
it to travel and fight. The cards have different effects
explained below, but many of them have a new ability
that allows boosting it by spending Energy.
After creating a card Combo, the standard rules require
Players to resolve its effects in a specific order. While
playing as a Mage the Player resolves cards in their
Combo one-by-one, from left to right.
water trap fiery embers
6
NEW CARD EFFECTS
atter
7
mage specialties
Alzur - Thunder
Once per Fight: during your Fight Turn, 1+ (Cat): draw 1 card from your deck;
discard any 1 card from your hand to deal 3+ (Wolf): deal 1 Damage and raise
Damage (and, if level 3 or higher, raise your Energy level by 1;
your Energy level). 3+ (Bear): draw 1 card from
your deck and gain 1 Pro-
Othar - Teleportation tection;
Once per Fight: during your first Fight Turn, 5+ (Owl): Look through your
gain Protection (and, if level 2 or higher, discard pile and pick any
raise your Energy level). 1 card to add to your hand.
MAGES
Skellige Expansion
AND OTHER EXPANSIONS
Legendary Hunt Expansion