The wizards instantly jumped to their feet. Determined not to go househunting again until their lease was up, they jumped into the hole. Filled with hope and fear, but lacking any real understanding of the situation, they were 4 Dumb Wizard Friends on a quest to save the Multiverse...
Losing the Game There are 3 possible ways to lose: 1. If there are not enough Natives to extract all the Gems from. 2. If any entire Universe becomes destroyed. 3. If friendly Natives cannot be reached due to destroyed Zones.
“If we don’t fix this, we’re going to get kicked out of the house! And we’ll definitely lose our deposit!” The other wizards stared at him blankly, too dumb to grasp the gravity of the situation.
Winning the Game: Once players have retrieved 4 Element Gems from their respective friendly Natives, they can combine elemental power to form the Ultimate Power, save the Multiverse and win the game!
“You fool!” shouted the Dimension Wizard, the least dumb of the four. “We didn’t stop it! We ripped a hole in space-time! It’s not just melting the earth anymore; it’s obliterating the foundations of the Multiverse! The only way to mend Space-Time is if we travel across the Universes and combine the elemental gems to form the Ultimate Power, or the Multiverse is doomed!” Once upon a time, in a land far, far away, there were 4 dumb wizards. Desperate for a place to stay in a time of soaring rent prices, they were forced to live together in a modest house share. One day while trying to make a healing potion, the Mind Control Wizard tripped over his own feet and spilled the mixture on the floor. The potion burned through their kitchen floor, the foundations of the house, then the bedrock. As the hole grew deeper and deeper, the wizards began to panic. In a fit of hysteria, they began to cast any spells they could think of at the hole, in the hope that maybe one would prevent the hole from reaching the earth’s core. Approximately twenty dodgy potions later, there was a blinding flash. After getting his bearings, the Mind Control Wizard rubbed his eyes and peered down the hole. “Well it’s stopped getting deeper” he declared, satisfied with the resolution.
GAME END Chan ce 70mm Deck – pu rple de X100m sign on m back
3. Place this card in the Chance Deck discard pile. 2. Place all the cards back on top of the Universe Deck. Demen
Demen ted ca X4 co rd pies
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1. Shuffle all the cards in the Universe Deck discard pile. 1. Shuff le all the car Unive rse De ds in ck dis the card pil e.
SAVE THE MULTIVERSE
2. Pla ce all the car top of ds ba the Un ck on iverse Deck. 3. Pla ce thi s card Deck in the discar Chan d pile. ce
Demented!
DUMB WIZARD FRIENDS
When this card is drawn...
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DUMB WIZARD FRIENDS SAVE THE MULTIVERSE is a collaborative design ed on back – purple nt, Destr ance Deck game for 2 to e4Uannplayers, aged 8 oyyears andChover. Game play lasts around 45 minutes. me on fro na mm d 00 iver 70mmX1 imag s – Zone X1 co se Deck – ne Card ZoThis game py of Faded each includes: each 24 ca Zon X1 copy of in total 24 cards mm 70mmX100
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Your team of Dumb Wizards have been scattered across the collapsing Multiverse, ready for action. You must all work together to mend the tear. The goal is simple: you must collect 3 of each Element card (Fire, Earth, Water, Air) and retrieve 4 Element Gems from the Friendly Natives. These will then combine together to form the Ultimate Power, the only spell strong enough to mend the tear. Friendly Natives have come to greet you, ready to help. But as the wizards travel through the Universes, the tear widens and the zones begin to destruct, turning Natives angry and hostile. If an Zone Mind Card Contr s – Z becomes destroyed, friendly Natives become destroyed, or indeed ol Wiz entire2X41Universe the copy one im ard of age a cards each nd na in tota me o 70 m n frodestroyed, the Multiverse will fragment and burn and mX10 pathways to0mreach them become l n t, Destr m o on ba ck all Wizardkind will be destroyed forever.yedWill you save the Multiverse in time? Bridge
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Chaos
OBJECT OF THE GAME
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SETTING UP THE GAME
k Spiky Roc
n Spiky Spell back Fluffingto Rock Elle’s , Green design on Keep thi s Spell Tom pla frontEstuary yer has card in your han 3 match r name on ing eleme d. When any ell with a HQ native and bigge nts you Spone e gic Corp ag for an Ma ma im ck ba element stone.y trade The S Keep thi ded Zone s card design on ell ch player le Bridge rp ulm Deck – Fa has 3 ma in your han puSp Shunned p d. tching Universe ce Deck – with a eleme When any on native e each Wibbly Valley Spell Chan for an ele nts you may mm trade Keep thi ment sto Bleak X1 copy of e of your s card in ne. 70mmX100 player Pastu total Mend a Zon Th d hasca your in s car e ion La rd 3 mard ed a Gem me In re tching hand. Whenice for 1 act 24 ca mentany with a ReceiveDe elementscho any on ferno e mm you ma yer in s native for an eleme y trade m a pla card to a pie froH co 70mmX100 nt X4 ion sto act o ne. Give a Gem ly for 1 ion
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1. Create the Multiverse 2. Set Out Cards 20 Element cards 24 Zone cards Shuffle the 24 Zone cards (purple Separate remaining cards into 2 separate Deser t Demented! Hill reverse) and place them outer space decks: the Universe deck (purple/pink Spilly on Spilly Hill rt Fire N Chan Holy Dese ative ce location-side up in 4 rows of 6. Leave a reverse) and the Chance deck (green 70mm Deck – pu ak Pasture Ble rple X100m design E m lmp on ba arth Nati The Schu Native ve ck small gap between each Zone card. This reverse). The Universe deck consists of C s ry a ao rds Ch X2 of Elle’s Estua Wate aoseach 70 Chm Forest ative Wibb mX10 Each row Weeping gridr Nbecomes the game board. Zones which correspond to the Zones ly Va 0 s m A ao lley ce m Ch tate Air N ative rds Chaos Magic s Ca of 6 Zone cards represents a Universe. on the board. The Chance deck consists Chao Corp Spell and HQ Chaos W ild-ca of each Native rd Na X2 copies draw Spell tive Chaos in total Spell, Chaos, New Native Tom card of eaElement, 28 cards Your wizard pawns must navigate through X1of ch Demen Demen ell Chaos Sp ted! ted ca Shun X4 coUniverses rd Spell quest. these in their and Demented cards. Shuffle both decks ned B pies ridge Spell Fluffin Spell and place them face down in separate gton Spell Spiky piles. Place Native cards (transparent, back Spiky Rock Spell Earth Rock design on 24 MultiverseRucards rpleNew ck – pu5 Native Cards Fluffington pure Cards Chance De mm Bridge smiley face top left corner) and Rupture 00 d X1 ne X2 of each un W mm Sh 70 ater mm card Universe Deck – Faded Zone image andDeck bigger name design on front, Green design on back 70mmX100 Tom – purple Demented X1 copy of each cards (transparent) in Chance 2 separate deckson back 70mmX100mm Acetate rp HQ X4 copies Co A ir gic Ma 24 cards in total 20 Rupture Wibbly Valley d! Demente Spell 70mmX100mm beside these. and C Gem Fire hao Ca X Fire Fi sh
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play this card and n You can keep 1 actio g any turn for
durin ous itW ell
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back on the cards 2. Place all Deck. Universe top of the
Bridge of Shattered Dreams
Indefinite
Indefin Well ite Stea m
Ominous
play this card and n You can keep turn for 1 actio it during any
play this card and n You can keep turn for 1 actio it during any
play this card and n You can keep turn for 1 actio it during any
The Neverdoor
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play this card and n You can keep turn for 1 actio it during any
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this n You can keep turn for 1 actio it during any
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8 Native Cards (transparent)
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14 Spell cards
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Republic of Eyeland
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Spell and X2 copies 28 cards
Spell
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Move any Native on the board to any Zone
Give a Gem card to a player in any dimension for 1 action
te
play this card and n You can keep turn for 1 actio it during any Elle’s Estuary
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this car can keep it during n any turn d andYou play g any turn for 1 actio for 1 actit durin play ion this card and n You can keep You can turn for 1 actio kee it during any it during p this card and any turn pla for 1 act y ion
Bleak Pasture
Holy Desert
Chaos
Spilly Hill
Chaos
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Teleport to a Zone anywhere on the board for 1 action Wibbly Valley
for 1 action Magic Corp HQ
Tom
S