AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant
Castle of Magic is a deduction and adventure game where players are wizards from three competing guilds (Eagle Lords, Wolf Mages, Dragon Masters) exploring Castle Bondi. Each wizard has secret goals: ruling a specific country by controlling magical items (Crown, Amulet, Scepter) and manipulating the Ritual Spell to determine the fate of a lurking Monster. Players move through the castle, cast spells, engage in combat, and gather information about other players’ identities and goals. Points are scored based on the Ritual Result and who controls the Items of Power at game end.
Each turn has three parts in order:
1. Movement: Either roll one die and move that many spaces in either direction, OR play a Move card to move the indicated number of spaces.
2. Spell Casting: The space you land on determines which spell you cast. Some spells work automatically; others require a die roll against your Spell Level (roll must match a circled number on your tracking sheet). You must attempt the spell of whatever space you land on.
3. Combat (optional): If you share a space with another player, you may attack to steal 1 Crown, Amulet, or Scepter point. The defender can surrender or fight (both roll die + Combat Value; attacker must have higher total to win).
Castle Wall Spells:
The Keep (accessible once Ritual begins): More powerful versions of Wall spells.
Wizard’s Tower (accessible via Keep): Contains the most powerful spells and opportunities.
Controlling Items: The player with the most points for an Item controls it. Ties mean no one controls the item.
The game ends based on the Ritual Spell Countdown mechanism. At game end, one of 8 Ritual Results occurs based on the positions of Bell, Book, and Candle:
Players score points based on their Wizard card’s goals: ruling the right country, controlling the right item, achieving the desired Ritual Result, and guild bonuses/penalties. A controlled monster cannot be banished. Players with the highest point totals win.
| Area | Spell Types |
|---|---|
| Castle Wall | +1 Spell, Move Card, Secret, Learn Ritual, Bell/Book/Candle, Items, Learn Country |
| The Keep | More powerful versions of Wall spells |
| Wizard’s Tower | Most powerful spells |
Ritual Results: 8 possible outcomes based on Bell (ringing/silent), Book (open/closed), Candle (lit/unlit)
Win condition: Most points based on Wizard card goals at game end