Overview
Mage Wars Arena is a tactical combat game where two players take on the roles of powerful mages locked in a duel to the death in an arena. Each player customizes a spellbook of exactly 120 spell points before the game, choosing from hundreds of spells across multiple schools of magic. The game combines the customization of a collectible card game with the tactical positioning of a miniatures game.
Components
- 1 Arena game board (4x3 grid of zones)
- 2 Mage cards and figures
- 2 Spellbook binders
- 322 spell cards
- Status tokens and markers
- Action markers
- Damage tokens
- Condition markers
- 2 attack dice (custom d12)
- Quick-cast markers
Setup
- Each player selects a Mage and builds a 120-point spellbook before the game using the Codex for spell details.
- Place the Arena board between players. Each Mage starts in their corner zone.
- Place initiative marker with starting player.
- Each player places their spellbook (with spell cards organized in the binder) within reach.
Turn Structure
Each round consists of two phases:
1. Initiative Phase
The player with initiative chooses who acts first this round.
2. Action Phase (two stages per round)
Each stage, both players alternate activating creatures:
- First Stage: Each player’s Mage and creatures may take a full action or quick action.
- Second Stage: Repeat, allowing each creature that hasn’t acted to take its action.
Each creature (including Mages) gets one action per round. Mages also get a Quickcast – they may cast one quick spell during each stage in addition to their normal action.
Actions
Movement
A creature may move 1 zone as a full action, or use special movement abilities.
Melee Attack
Attack an enemy creature in the same zone. Roll attack dice equal to the attack’s dice value. Each die face shows damage results (normal hit, critical hit, or miss). Apply damage and any special effects.
Ranged Attack
Attack an enemy creature in a different zone within range. Line of sight must not be blocked by walls.
Casting Spells
Open your spellbook to any page and cast a spell by paying its mana cost. Spell types include:
- Creature: Summon a creature to the arena
- Enchantment: Attach hidden face-down to a target; reveal later for effect
- Incantation: One-time effect spell
- Attack: Direct damage spell
- Conjuration: Place a permanent object in a zone
- Equipment: Attach to your Mage for ongoing benefits
Guard
A creature may guard, gaining a free counterattack against enemies that move or attack in their zone.
Scoring / Victory Conditions
Destroy the opposing Mage. When a Mage’s damage equals or exceeds their life total, they are defeated. The surviving Mage wins.
Special Rules & Edge Cases
- Channeling: Each round, Mages gain mana equal to their channeling value. Creatures with channeling also generate mana for their controller.
- Schools of Magic: Each Mage has trained and opposed schools. Spells from trained schools cost normal spellbook points; opposed schools cost triple.
- Conditions: Creatures can be affected by conditions: Burn, Corrode, Cripple, Daze, Rot, Slam, Stun, Taint, Weak, etc.
- Armor: Reduces incoming damage. Some attacks have Piercing to bypass armor.
- Enchantments: Placed face-down and revealed at the right moment for surprise. Revealing costs mana.
- Upkeep: Some spells require ongoing mana payments each round.
- Zone Effects: Conjurations and terrain modifications can affect all creatures in a zone.
- Flying: Flying creatures can only be attacked by ranged attacks or other flyers unless they are “hovering.”
Player Reference
| Spell Type |
Description |
| Creature |
Summon an ally to the arena |
| Enchantment |
Hidden buff/debuff; reveal when triggered |
| Incantation |
One-time instant effect |
| Attack |
Direct damage spell |
| Conjuration |
Permanent zone feature |
| Equipment |
Mage gear (weapons, armor, etc.) |