AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant
Epic Spell Wars of the Battle Wizards: Duel at Mt. Skullzfyre is a chaotic card-battling game where players take the roles of powerful Battle Wizards competing in a tournament to the death. Each round, wizards build spells from up to three components (Source, Quality, Delivery), then resolve them in initiative order to deal damage, gain treasures, and eliminate opponents. A match consists of multiple games; the first wizard to earn two Last Wizard Standing tokens wins the match.
Each Wizard draws from the Main Deck until they have a full hand of eight cards. Each dead Wizard draws a Dead Wizard card.
Each Wizard places up to three different types of Spell Components face down in front of them. A spell can contain at most one Source, one Quality, and one Delivery (in that order). These are all legal spells:
Each Wizard announces how many Components are in their Spell. Wizards who played one card go before Wizards who played two cards, and two go before three. This is the Initiative number for Delivery. A Wild Card in the Delivery slot or no Delivery Component is Initiative 0. The higher your Delivery’s Initiative, the sooner you act. If there is an Initiative tie, each tied Wizard rolls a die, and the high roller resolves their Spell first.
Read the name of your Spell in a wizard voice. Resolve the effects of the cards in your Spell in the order they read: Source, then Quality, then Delivery.
Each Spell Component has a magic type, represented by a word and a glyph on the card:
When you make a Power Roll, look at the glyph on the card that requires the roll. You roll one six-sided die for every card in your spell that shares that glyph. For example, if you have a Dark Source, Dark Quality, and a Primal Delivery component that requires a Power Roll, you roll two dice (2 for the two Dark-typed cards).
The TARGET of a Spell Component must be determined before any dice are rolled.
Some Spell Components use Blood cards. They may come in handy, as your Delivery Component is also a Dark card.
Wild Magic cards are in the Main Deck. They can function as any type of Spell Component (Source, Quality, or Delivery). If you include a Wild Magic card in your Spell, it has no special effect – you simply decide which slot it fills. Its glyph becomes the Arcane glyph.
Treasures are powerful items that survive death. Spells can award you them. You collect them as you play. Some can be played at any time. But only some carry over between deaths – others must be discarded.
Some Treasure cards specify that they are Power Rolls. These cards’ effects are also applied in the spell resolution.
When the dust settles and there is but one Wizard alive, the game ends and that Wizard gains a Last Wizard Standing token. If an unlucky event causes a Nationalist-style result (leaving no Wizards alive), the last Wizard standing before that event still earns the token.
A match consists of a number of short games. A game ends when only one Wizard remains. Earn two Last Wizard Standing tokens and you win the match.
All Treasures and all cards in each Wizard’s hand are discarded at the end of each game. None of the decks should be reshuffled until they run out of cards. Dead Wizards with Dead Wizard cards keep any cards that were granted (extra HP, Treasure, etc.) and place those into the Dead Wizard discard pile.
Spell structure: Source + Quality + Delivery (any 1-3 components, one of each type max)
Turn Order: Fewer components go first; ties broken by Delivery Initiative, then dice
Power Rolls: Roll 1d6 per matching glyph in your spell
Glyphs: Arcane (purple), Dark (red), Elemental (blue), Primal (green), Illusion (yellow)
Dead Wizards: Draw Dead Wizard cards each round; may gain HP, Treasures, or effects
Win condition: First to earn 2 Last Wizard Standing tokens wins the match