Set VW01 · In development

VoidWizards

A tactical spell duel for two to five. Commit your Realms for Power, spend it on Minions and Sorceries, and get it back one turn later than you would like.

Last player alive wins. There is nothing more to victory than that.

Local network play — working Internet play — being built 113 cards · 5 Adepts

The core rhythm

Commit, spend, wait.

Every Realm you control is a switch you can throw once. Turn it sideways — commit it — and it pays you one Power of its Affinity. It stays sideways until your own Restoration Stage. Try it.

Energy Battery 0
Empty. Commit a Realm.

That gap is the whole game. Power spent holding a trick on somebody else’s turn is Power you do not have on your own.

Five Affinities, five Adepts

Pick one. Nobody else can have it.

Your Adept is your avatar and a real creature on the board. It starts face down and useless. Pay its cost to flip it and it hits the table with a bang — and from that moment it can be attacked, blocked and killed like anything else.

Seraphine, Dawncaller — a robed figure haloed in light

Light

Seraphine, Dawncaller

Unbroken Vigil

Hold your hand and your Minions shrug off damage. Swing, and the protection is gone until you next stand still.

Morvath, Soulbinder — a dark sorcerer amid bound souls

Dark

Morvath, Soulbinder

Harvest

Your own dead pay you. The first Minion you lose each turn draws you a card, and somebody across the table loses Life for it.

Kaelis, Sunforged — a smith wreathed in forge-fire

Solar

Kaelis, Sunforged

Forge-Heat

Everything you summon can attack the moment it lands. No waiting, no build-up, no mercy.

Medalin, Iceweaver — a hooded figure in a blizzard holding an ice stave

Frost

Medalin, Iceweaver

Deepening Cold

Enemy Minions arrive already committed. They turn up to the fight lying down, and there is nothing they can do about it.

Bertha of Girthwall — an armoured figure rooted to the earth

Earthen

Bertha of Girthwall

Deep Foundations

The first Realm you commit each turn pays double. Slow to start, impossible to out-resource.

One turn, in order

Six stages, and a second bite.

A turn is one player’s pass through these. A round is everybody taking one. Every card in the game is written in turns — at a five-player table, that is a fivefold difference.

  1. 01

    Restoration

    Your committed cards stand back up. Every Minion on the table — not just yours — heals every wound. A cut lasts until the next Restoration, whoever’s turn that is.

  2. 02

    Draw

    One card, and you choose blind which deck it comes from: Spells or Realms. Seven to open the game. Whoever goes first skips this on turn one — that is the price of the seat.

  3. 03

    Operations

    Play a Realm, summon Minions, cast Sorceries, equip Relics, flip your Adept face up.

  4. 04

    Combat

    Attack a player, or attack their Adept directly. Anyone at the table may intervene — on either side.

  5. 05

    Second Operations

    A second window after the dust settles, so you can act on what actually survived rather than on what you hoped would.

  6. 06

    End

    Discard what you did not want — and it is offered to whoever is on the lowest Life, to take or refuse. Then trim to seven, and any Power you did not spend is gone.

Two to five players

The duel is fine. The table is the point.

Three to five players is a free-for-all, and conversation, trading, bargaining and betrayal are part of the rules rather than something that happens around them. You may only open a negotiation if you hold the live decision — you are the active player, or somebody has just aimed something at you. Bystanders can answer an offer. They cannot start one.

Promises are not binding. An agreed trade is.

Starting Life by table size

PlayersLifeWhy
220The duel
317Politics begins
415Crowded
513Full table

Life drops as the table grows so every size lands in roughly the same thirteen-round game. At a flat 20, a five-player game runs half as long again.

Where it is up to

Honest build status.

Void Wizards is being built by one person in the evenings. Nothing below is a promise with a date on it.

  • Working The game. Full rules engine, five Adepts, 113 cards, AI opponents that assess the whole table before choosing who to hit.
  • Working Play over a local network. Host on one machine, join from another, up to five seats with humans and AI mixed.
  • Working Card art. Every card in the shipping set is illustrated.
  • In progress Play over the internet. A dedicated server is running in Sydney. Matches do not run on anybody’s home PC.
  • Planned Accounts and profiles. Sign in, a match history, wins and losses, friends and private groups.
  • Planned Custom modes. The two-player and big-table variants as a per-game choice rather than a build.