MAGERY




INTRODUCTION	
Chess Variant. Fantasy Theme. 2-Player. Worker Placement. 
Minion Pieces can be used as Workers or Chessmen. 

VICTORY
Eliminate all of your opponent’s Minions from the chessboard 
or capture 5 Greater Minions (any combination of types)
or capture 3 Greater Minions of 1 type. 

THE BOARDS
There are 2 Boards:
1. A regular 8 x 8 Chessboard. The Chessboard is also called the Arena.
2. A special Mage Tower board. 

THE CHAOS MAGE DECK
This is a deck of 12 Cards.

THE ORB
Use a small trinket or piece of jewelry to represent the Orb. 
Possession of the Orb determines turn order during the Round. 

MINIONS
There are 8 types of minions. 
Each player has a set of 24 Minions, 3 of each type. 
Sets should be differentiated by color. 

MINION USAGE
At any given time, a minion can be in one of three places: 
--- In the Arena (in play on the Chessboard). 
--- In the players Reserve Area. Minions in the Reserve can be played onto 
Chambers of the Mage Tower or be Summoned to the Arena. 
--- Destroyed (Captured, out of play): Keep these in a separate Dead Pile. 
Dead Minions do nothing and cannot be returned to play. 

MINION RECOGNITION TABLE
Type			Rank 		Movement
Dragon			Greater		Queen
Myrmidon       		Minor		Two Space King
Undead   		Pawn		Orthogonal King
Fey			Minor		Knight
Elemental		Greater		Bishop
Beast			Pawn		Diagonal King
Construct		Greater		Rook
Spirit			Minor		Far Knight

DRAGON MINIONS
On the chessboard the Dragon moves like a Queen. 

MYRMIDON
On the chessboard the Myrmidon jumps in any direction exactly 2 spaces. 

UNDEAD
On the chessboard the Undead can move orthogonally 1 space. 
It can move backwards. 

FEY
On the chessboard the Fey jumps exactly like a knight in regular Chess. 

ELEMENTAL
On the chessboard the Elemental moves like a Bishop.

BEAST
On the chessboard the Beast can move diagonally 1 space. 
It can move backwards. 

CONSTRUCT
On the chessboard the Construct moves like a Rook. 

SPIRIT
On the chessboard the Spirit jumps like a modified Knight: 
Instead of moving two spaces and over one like a regular Knight, it moves
three spaces and then over one. 

THE ALL IMPORTANT BACKROW RULE
A Greater Minion on its own Backrow cannot in a single move enter a 
Space on his opponents Backrow!

THE MAGE TOWER BOARD
This represents a tower with 16 floors. 
Each floor has 1 Chamber occupied by 1 Mage. 
When designing a Mage tower Board, each space has to big enough to 
Hold 1 Minion and 1 Card. 

MAGE TOWER
Floor	Mage:				Power:
16	Fourth Chaos Mage		Per Card
15	Third Chaos Mage       		Per Card
14	Second Chaos Mage		Per Card
13	First Chaos Mage       		Per Card
12	Magician       			Remove a Minion from the Mage Tower
11	Oracle				Gain Possession of the Orb 
10	Mystic				Move 1 of your Minions to any Empty space in the Arena 
9	Animist  			Move any 1 of your Minions in the Arena
8	Dragon Lord			Move or Summon one of your Dragon Minions
7	Elemental Master       		Move or Summon one of your Elemental Minions
6	Artificer			Move or Summon one of your Construct Minions
5	Druid				Move or Summon one of your Fey Minions
4	Warlock  			Move or Summon one of your Spirit Minions
3	Wizard				Move or Summon one of your Myrmidon Minions
2	Sorcerer       			Move or Summon one of your Beast Minions
1	Necromancer			Move or Summon one of your Undead Minions

SETUP
Shuffle the Chaos Mage Deck. 
Decide who is white and who is black. 
Each player gets a set of 24 Minions. 
Place 1 Minion of each type on your backrow in any configuration.
White starts in possession of the Orb.  
White sets up first. White goes first in the first Round. 
Randomly place 1 Chaos Mage card in each of the top 4 chambers of the tower. 

ROUND SEQUENCE
The Round is divided into 2 Phases: 
1. Decision Phase
2. Action Phase

DECISION PHASE
Starting with the Orb holder, players take turns placing one Minion from their reserve 
on one Chamber of the Tower. A Chamber may contain a max of 1 Minion. 
Continue until all Chambers are occupied, or both players pass. 
(Players usually pass because of a shortage of remaining Minions)
Note that any minion from your reserve can be placed in a Chamber. 
No chamber requires a specific type of Minion to occupy it. 

ACTION PHASE
Starting with the Orb Holder, players take turns removing their Minions from the 
Tower... one minion at a time. 
As a Minion is Removed, the special power of the Mage the minion was occupying is 
Activated. Resolve these actions immediately. 
Some Mages give you a choice of Actions. 
Important Note: Minions in the Arena do not move unless you activate a Mage 
Action that allows them to!
Note: sometimes you cannot or don’t want to take the a Mage action when you 
Remove the Minion. In this case no action occurs (you still remove the Minion) and 
Then it goes on to your opponents turn. 
In general when you remove a Minion from a Tower Chamber it goes back to your 
Reserve. However some Chaos Mages cause the particular Minion that was on them 
to go to elsewhere, instead of the Reserve.  

SUMMONING RULES
When you summon a Minion you take the appropriate minion type from 
your reserve and place it onto a space in the Arena. 
When you summon a Greater Minion, it must be placed on an empty 
space in your back row. 
When you summon a Minor Minion, it must be placed on an empty space 
on your side of the board. 
When you summon a Pawn Minion it must be placed on an empty space. 

CHAOS MAGE DECK CARD LIST
Mage: Power
--- Seer: You or your Opponent (your choice) must take the next 2 turns in a row. 
--- Magus: Place this Minion on any empty Mage Camber. 
--- Alchemist: Replace 1 of your Minions in the Arena with one from your Reserve.
--- Mentalist: Move an Opponent’s Minion (It may not Capture).
--- Enchanter: Replace an opponent’s Minion in the Arena with one of yours from your 
reserve of the same type. 
--- Dream Lord: Use the power of any Chaos Mage not in the Tower. 
--- Force Mage: Target Minion in arena cannot move or be captured for the rest of the round.
--- Illusionist: Switch the Location of any 2 Minions in the Arena. 
--- Shadow Mage: Target Minion Adjacent (Sharing a side) to one of your Minions is 
sent to its reserve. 
--- Rune Master: All your Minions may move like Knights for the rest of this round. 
--- Conjurer: Summon this Minion. 



OPTIONAL RULES

ROTATING CHAOS LORDS OPTION
In the regular game, the 4 Chaos Mages you get are fixed. 
In this Variant, remove the fourth Chaos Mage and move the other 
3 up one Floor. Then draw a new card and place it on the First 
Chaos Mage Chamber. If the Deck runs out, shuffle the discard 
And draw from it. 

ARCHMAGE OPTION
Each player draws 1 Chaos Mage at the beginning of the game. 
This card acts as a private Mage Chamber. Only that player may 
Place a Minion on it. floor 16 of the Tower is empty. 

ULTIMATE ARCHMAGE OPTION
Like Archmage, but you get 3 Chaos Mage cards, and floors 14-16 of 
the Tower are left empty. 





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