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.
Set VW01 · In development
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.
The core rhythm
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.
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
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.
Light
Unbroken Vigil
Hold your hand and your Minions shrug off damage. Swing, and the protection is gone until you next stand still.
Dark
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.
Solar
Forge-Heat
Everything you summon can attack the moment it lands. No waiting, no build-up, no mercy.
Frost
Deepening Cold
Enemy Minions arrive already committed. They turn up to the fight lying down, and there is nothing they can do about it.
Earthen
Deep Foundations
The first Realm you commit each turn pays double. Slow to start, impossible to out-resource.
One turn, in order
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.
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.
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.
Play a Realm, summon Minions, cast Sorceries, equip Relics, flip your Adept face up.
Attack a player, or attack their Adept directly. Anyone at the table may intervene — on either side.
A second window after the dust settles, so you can act on what actually survived rather than on what you hoped would.
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
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
| Players | Life | Why |
|---|---|---|
| 2 | 20 | The duel |
| 3 | 17 | Politics begins |
| 4 | 15 | Crowded |
| 5 | 13 | Full 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
Void Wizards is being built by one person in the evenings. Nothing below is a promise with a date on it.