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True Wizard Board Game - Rules and FAQs

  • Nightingame
  • 3 days ago
  • 6 min read

True Wizard board game rules

Publisher: Nightingame Game Designers: Neha Mittal & Nalin Mittal Players: 2 to 4 Ages: 7+ Years Time: 30 min

Welcome to True Wizard, a fast, strategic magical quest where players compete to prove who is the greatest wizard of Endoria. You will collect Magic Gems, learn powerful Spells, and destroy evil Dark Items — all while racing opponents for the highest victory point total.

GAME OVERVIEW

In True Wizard, players take on the role of wizards summoned to Endoria. Their mission:

  • Collect Magic Gems

  • Learn Magic Spells

  • Destroy Dark Items

  • Score the most Victory Points (VPs)

At the end of the final round, the player with the highest total VP becomes the True Wizard, savior of Endoria.

COMPONENTS

The game box contains:

  • 20 Magic Gems

  • 16 unique Spell Cards

    • 4 Spell Types: Element, Body, Mind, Spirit

  • 16 unique Dark Item Cards

  • 4 Reference Cards (quick rule summaries)

GAME SETUP

  1. Shuffle all 16 Dark Item Cards and arrange them face down in a 4×4 grid in the center.

  2. Shuffle all 16 Spell Cards and place one spell card on top of each Dark Item card, face down.

  3. Give each player 3 Magic Gems.

  4. Place the remaining Magic Gems in the center as the Draw Pile.

HOW TO PLAY

Players take turns clockwise. On your turn, you must perform ONE of the following four actions:

ACTION 1 — Take 1 Magic Gem

  • Take one Magic Gem from the Draw Pile into your player area.

  • You may never hold more than 7 Magic Gems at a time.

ACTION 2 — Flip & possibly Buy a Spell (Learn a Spell)

  1. Choose one face-down Spell Card in the central grid.

  2. Flip it face up and show all players.

  3. You may buy the spell by paying its Magic Gem cost.

  4. OR

    • If you cannot afford it, or

    • If you choose not to buy it, THEN return the spell face down to its position.

  5. In either case, your turn ends immediately.

  6. BUT: If you do buy the spell, you must then flip open the Dark Item below it after your turn. This becomes an Open Dark Item available for anyone to destroy.

ACTION 3 — Destroy an Open Dark Item

  • Choose any one Open Dark Item in the grid.(It does not matter who revealed it.)

  • You may destroy it only if you have the Spell types shown on its requirement. (Spell type icons are drawn on each Spell card you own)

  • Some requirements examples:

    • “Any three spells”

    • “One Spirit spell + two Magic Gems”

  • You do not pay Magic Gems to destroy the card — you only need to possess them.

  • When you destroy it, place the Dark Item card into your player area.

  • This card will be worth Victory Points at the end.

ACTION 4 — Cast a Spell You Already Own

  • Choose one learned Spell from your player area.

  • Follow the card’s instructions and use its power.

  • Then rotate the spell card 90° to the left.

  • Spells have numbers around the text box showing how many times they’ve been cast.

  • A spell may be cast up to three times.

  • After the third cast, it becomes an Exhausted Spell.

Important Notes:

  • Spell rotation is ONLY for casting. Rotation does not affect your ability to destroy Dark Items. Using a Spell card for destroying Dark Items does not require you to rotate it.

  • Even exhausted spells can destroy Dark Items any number of times.

  • Some spells let you steal spells from other players.

    • You must maintain the rotation state.

    • For example: if a stolen spell was already cast once, you may cast it only two more times. If it was already cast 3 times, then you cannot cast it anymore.

VISIBILITY RULE

According to True Wizard game rules, all cards and Magic Gems in players’ areas must remain visible to all players at all times.

GAME END

The final round is triggered when the last Dark Item is removed from the grid.

  • Finish the current round so all players get an equal number of turns.

  • For example, if the second player removes the last Dark Item from the grid, the third and fourth players get one turn each. If the last player removes the last Dark Item, then no player gets a turn after him.

  • The last Dark item is 'removed' from the grid when it is either 'destroyed' as an action, or 'reserved' by casting the Spell which lets you reserve Dark Items.

  • Then calculate Victory Points.

SCORING

Players earn Victory Points as follows:

1. Victory Points on Dark Items

Add the VP printed on all Dark Items you destroyed.

2. Victory Points on Spells

All learned spells — including Exhausted Spells — provide Victory Points as printed.

3. Magic Gem Bonus

  • +1 VP for every set of three Magic Gems you have.

4. Spell Type Set Bonus

  • +4 VP for each completed set of all four spell types(Element, Body, Mind, Spirit).

The player with the highest total is declared the True Wizard.

FAQs

Based on True Wizard Game Rules


CORE GAMEPLAY

1. How many actions can I take on my turn? Only one out of the four action options.

2. Can I take multiple Magic Gems in one turn? No. Action 1 allows exactly one Magic Gem per turn, unless you are casting a Spell which specifically allows you to take multiple Magic Gems.

3. What is the maximum number of Magic Gems I can hold? You can hold up to 7 at any time.

4. Can I flip a Spell Card without buying it? Yes. The rules allow you to reveal it and return it face down if you don’t buy.

5. Does my turn end immediately after flipping a Spell Card? Yes, even if you choose not to buy it.

6. What happens when I buy a spell? You place it in your player area and must flip open the Dark Item beneath it.

7. What is an Open Dark Item? A Dark Item card that has been flipped open and revealed, and can be destroyed by any player.

8. Can I destroy a Dark Item someone else revealed? Yes. Ownership of the reveal does not matter.

9. Do I pay Magic Gems to destroy Dark Items? No. You only need to possess them if the requirement mentions gems.

10. Can I destroy a Dark Item if I have an exhausted spell needed for the requirement?Yes. Exhausted spells still count for destroying Dark Items.

SPELLS & CASTING

11. How many times can a spell be cast? Each spell can be cast three times.

12. What happens after the third cast? It becomes an Exhausted Spell. It cannot be cast ever again in the game, but it can be used for destroying Dark Items, and for VPs at the end of the game.

13. Can I still use exhausted spells to destroy Dark Items? Yes. Exhausted spells remain valid for destruction requirements.

14. How do I track how many times a spell was cast? By rotating it 90° each time and using the printed numbers around the text box.

15. Do stolen spells keep their rotation state? Yes. If a stolen spell was cast once, you may cast it only twice more.

16. Can I cast a spell on the same turn I learn it? No. Flip/buy ends your turn immediately.

17. Can I have multiple spells of the same Spell type? Yes there is no restriction on which spells you can have out of the 16 unique Spells in the game.

18. Do spells return to the centre face down after casting? No. They stay face up in your player area; only rotate them for tracking.

GRID & CARDS

19. How many cards are in the grid at the start? 16 Spell Cards on top of 16 Dark Items, arranged in a 4×4 grid.

20. Are destroyed Dark Items removed from the grid permanently? Yes. They are placed in the player’s area.

21. What happens to the empty space in the grid when a Dark Item is destroyed? There is no repositioning — the space remains part of the grid.

22. When a Dark Item is destroyed, does the Spell above it also get removed from the grid or stay? This is not a valid question. A Dark item can only be destroyed if the Spell above it is already bought by somebody, removed from the grid and placed in their player area.

23. Is there any reshuffling of spells or items mid-game? No.

GAME END & SCORING

24. What triggers the final round? When the last Dark Item is removed from the grid, the ongoing round becomes the last round of the game.

25. Do players get one turn each after the final trigger? No. Finish that ongoing round so all players have the same number of turns in the entire game. Players who have already taken a turn earlier in that same round do not get another turn before the game ends.

26. Do spells give Victory Points even if exhausted? Yes.

27. How many VP do you get from Magic Gems? +1 VP per set of three Magic Gems.

28. What is a completed Spell Type set? One of each type: Element, Body, Mind, Spirit — worth +4 VP. Only based on the final Spells in your player area at the end of the game.

29. Can I score multiple Spell Type sets? Yes, if you have multiple complete sets.

30. Who wins? The player with the highest Victory Point total.

WATCH HOW TO PLAY:

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