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Lizard Wizard (Board Game)

$109.99
Availability: In Stock
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Description

Astoria is a land pulsing with magic and intrigue! A handful of Arch-Magesare vying for the loyalty of wizards across the land so that they can wieldultimate power.

Lizard Wizard is a game from the team that brought you Raccoon Tycoon.Aspects of gameplay will be familiar to fans of RT, and will add a bit of extradepth and strategy.

In Lizard Wizard, players compete to recruit wizards from seven uniqueschools of magic, build mystical towers, research powerful spells, summonhelpful familiars, and search dark dungeons for gold and items of power. Onlyone Arch-Mage will rise above the rest and control the land. Will itbe you?

Lizard Wizard is an action-selection game. On a player’s turn, they mayperform one of the following six Actions:

1) GATHER REAGENTS
Just as there are seven schools of magic, there are seven magical reagents, oringredients, that fuel the magic of Astoria. Knowing where these natural wonderscan be found is the essential starting point for every young wizard. Sometimesthey use familiars to perform this errand, but it is still very common to findeven the most powerful arch-mages lurking in the Enchanted Wood, searching forthe most pure reagents.

  • Play a Gather Reagents Card
  • Take Reagents shown on the ‘Gather Reagents’ half (plus any on yourWizard Cards)
  • Increase the value of the Reagents shown on the ‘IncreaseValue’ half
  • Cast one spell (if you have the necessary reagents)

2) CONVERT REAGENTS TO MANA
Long ago, the wizards of Astoria learned how to convert reagents into mana, themagical energy that powers all things. The process is no longer dangerous, butit still takes great focus and knowledge.

  • Turn in one type of reagents to the supply
  • Gain Mana = Value of that Reagent x Tokens turned in
  • Reduce the Value of that Reagent by the number of Tokens turned in

3) RECRUIT WIZARD
The Arch Mages of Astoria are vying for ultimate power, which can only beachieved by drawing several lesser wizards into their circle of influence. Theydo this through demonstrations of their magical ability. Occasionally, theirattempts to recruit a wizard are challenged by one or more rivals, and aWizard’s Duel occurs. These contests of magical power can drain even the mostpowerful mage.

  • Select one of the two Wizard Cards on offer and bid Mana in turn(or pass)
  • Winner of the Auction pays the bid and takes the Wizard Card
  • If the player who started the Auction didn’t win, they may takeanother Action

4) RESEARCH SPELL
Arch-Mages have the ability to learn spells from any of the seven schools ofmagic. Once they have researched a new spell, it still must be cast withreagents (and the help of a familiar) before it takes effect.

  • Select a Spell Card from the four on offer and pay 5 Mana
  • Place the Spell Card face down in front of you
  • Cast the Spell if you have the necessary Reagents

5) CREATE A TOWER
Magical Towers amplify the power of wizards of each school of magic. Towers maybe created through powerful magic, or built by workers who must be paid.

  • Pay either the Reagents or the Gold shown on the Tower Card on offer
  • Take the Tower Card and place it in front of you
  • Towers add ‘1’ to your storage for Reagents

6) SUMMON FAMILIAR:
Familiars are magical spirits that are summoned and inhabit the bodies of mortalcreatures. They are essential servants who perform many vital services forwizards: They can be used for simple errands, such as gathering reagents orgold. They are the only ones who can locate the ever-shifting entrance to thefamous Dungeons of Astoria. They are also essential assistants in the complexrituals required to cast spells.
Use the Card for one of four purposes:

  1. Score one School of Magic (2 Gold/ Card of the same School of Magic as theFamiliar)
  2. Gather Reagents shown on the Familiar Card and Cast any numberof Spells
  3. Clear the Spell Offer, Replace them with four new Spell Cards and select onefor free
  4. Enter the Dungeon
  • Draw cards from the top of the Dungeon Deck, stopping when you want
  • Monster Cards ‘hit’; 2 hits = failure
  • If you stop before failure, keep the treasure cards and shuffle the monstercards back into the Dungeon Deck
  • If you fail, shuffle all drawn cards back into the Dungeon Deck

The game will end when any one of the following decks is depleted: Familiar,Tower, Wizard, Spell.

When the game ends, the players will score points for each Wizard and TowerCard combo (10 VP if they are of the same school of magic, and 5 VP if theyare not), 3 VP for each Spell Card in schools of magic where they have amatching Wizard and Tower, 1 VP for each Gold gathered from the dungeon or fromscoring with a Familiar Card, and any points derived from the special abilitiesfrom spells.

Product Details

Product Code: 37893488
Barcode: 852068008210
Brand: Forbidden Games

Playtime: 90-120 minutes
Recommended Age: 10+
Number of Players: 2-6


Categories: All Games, Best Sellers, Board Games, Card Games, Dice Games, Sale Games, Strategy Board Games

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Delivery

Delivery Rates
Australia Delivery

Our delivery rates vary based on the weight and volume of your total order. An accurate shipping cost will be calculated during the checkout process. Orders are shipped by air via Australia Post straight to your door! 

Delivery Times
The Board Gamer orders ship from our fulfillment partner Mighty Ape. Their warehouse is based in New Zealand with daily flights across the Tasman with Australia Post.

As a result of courier delays the current standard delivery times for In Stock products using Australia Post are as follows:

 

 QLD  4-7 business days
 NSW  4-8 business days
 ACT  4-8 business days
 VIC  6-9 business days
 SA  7-10 business days

 TAS, WA

8-10 business days                                         
 NT  10-13 business days                 

 

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