• 6 Dice (Runes) -> Note that the 'Illuminati' Dice face is equivalent to a '6'

  • 12 Wizards Spell Boards

  • 1 Initiative Ladder Board

  • 50 Loot Cards (including Artifact Cards)

  • 22 Familiar Cards

  • 24 Spell Slots Tokens

  • 6 Health Tokens

  • 6 Initiative meeple


  1. Shuffle the Loot cards and the Familiar cards separately and place them in the middle of the play area, next to the Initiative Ladder Board.

  2. Shuffle the Wizards Spell Boards. Each player draws 2 boards and picks 1 for the game.

  3. Notice the Wizard’s passive ability, some abilities are activated right from the beginning.

  4. Each player places a Health Token and 4 Spell Slot Tokens (colored blocks) on the designated area on his Wizard Spell Board.

  5. Each Wizard draws 2 Loot cards before starting the trial. (Artifacts can be activated during preparation).


  1. The order of casting is determined at the beginning of each round by an Initiative roll. Each Wizard rolls a Rune and the order is set from highest rolled Rune to the lowest. Bonuses are applied and then ties are resolved. (See Breaking Ties section)

  2. Indicate the turn order on the Initiative Ladder with your Meeple.

  3. Each wizard gets his turn casting from his Spell Board, then a new Initiative Roll is completed for the next round’s order.

  4. Play new rounds until there is only one wizard still standing!


At his turn, each Wizard can roll 5 Runes (dice) up to 3 times before deciding which Spell(s) to cast from his Spell Board. The Wizard starts by rolling 5 Runes and can then re-rolls any number of Runes two times (even Runes that weren’t re-rolled previously).

Based on the final 5 Runes, the Wizard can match the result with his Spell Board to cast spells.

Some spells have a limited amount of use (Spell Slots). Spell Slots are represented by tokens on the designated space of the Spell Board. Take out the token next to the spell after casting it.

Each spellcast consumes a Spell Slot (takeaway the token after casting) and a Spell Slot must be available to cast the spell again.

Spells with no Spell Slots next to it can be cast anytime (Healing, Attack spells, Summon Familiar, Restore Spell, Quantum Spell).


Healing spell [Pairs of 1s]

Wizards can use pairs of Rune 1 to gain back 2 health points. Health cannot go above the maximum on the Health bar.

Attack spell [Pairs]

Each wizard has a class specific attack spell on his board that differs only in name

Wizards can target a foe with an Attack spell that deals 2 damage. Attack spells can be countered by the target. Attack spells damage could be affected by Loot cards and if Quantum deaths have happened.

Counter: The Attack spell is the only type of spell that offers a chance to counter. The target rolls one Rune per Attack spell coming his way.
If his Rune value is higher than the value of the pair casting the Attack, the Attack spell is countered and deals no damage. Ties go the caster’s way, but are first resolved with grades (See Breaking Ties section).

Familiar [Three of a kind]

Uses a Spell Slot

With this spell, Wizards can either summon a Familiar from the Familiar pile and activate his power, or activate the power of an already summoned Familiar. A wizard can summon only 1 Familiar at the time.

It is possible not to summon the newly drawn familiar, to keep the already summoned one. In this case, the Familiar’s power isn’t activated and the unwanted Familiar goes to the discard Familiar pile.

Familiar cards come with 3 grades and a power. Grades of Offense (sword), Speed (boot) and Defense (shield) to help resolve ties in your favor during the Initiative and Counter rolls (see Breaking Ties section). The power is activated whenever the familiar is summoned.

Loot (serie of 4 consecutive Runes, ie: 2-3-4-5)

Uses a Spell Slot

Wizards can summon useful magical tools from the Loot pile. When this spell is cast, draw 2 cards from the Loot pile. Used Loot cards go into the discard pile.

Except for those that deal damage or those with timing indication on their prompts, Loot cards can be played at any time even if it's not your current turn.

Attacks coming from Loot must be used only when the Wizard is finishing his turn (after rolling his Runes and casting his spells).

Artifacts from Loot can be wielded for permanent upgrades to Wizards handling them, it acts as an additional passive ability. An artifact has to be displayed in front of the wielder’s Spell Board to activate its effect. Each Wizard can only wield one artifact at a time. If a Wizard chooses to wield a new artifact, the previous one is discarded.

A cursed artifact gets automatically activated when drawn, but can be eventually be replaced by wielding a new artifact.

Chain Spell (serie of 5 consecutive Runes)

Uses a Spell Slot

When a Wizard rolls 5 consecutive Runes, he can cast a massive chain spell that deals 3 damage to all foes.

Wizard class Spell (Three of a kind + a pair)

Uses a Spell slot

When a wizard rolls 3 identical Runes combined with another pair of Runes, he can cast his specific class spell. Each Wizard has his own unique Wizard class spell.

(see Wizard Specifications page)

Restore Spell (Four of a kind)

When a wizard rolls 4 identical Runes, he can restore all spent Spell Slots and draw 2 Loot from the Loot pile.

Quantum death (Five of a kind)

When a Wizard rolls 5 identical Runes, he can drop another Wizard’s health to zero, rendering him incapacitated instantly.

Each time a Quantum Death is cast, the Quantum shadows pours in the Secret Tower's chamber and its presence increases all damage in the game by 1.

For example, attack spells now deal 3 dmg, chain spell deals 4 dmg to all foes, etc.

Indicate the number of Quantum spells cast during the game by placing a token on the designated spot on the Initiative Ladder.

Spell combinations

Healing spells, Attack spells and Familiar spells can be cast together if the Runes allow it (multiple pairs present or pair + three of a kind)

Tough decisions!: A three of a kind + a pair could be used either as a Wizard class spell OR a Familiar spell + Attack/Healing spell OR 2 Attack spells, OR an Attack spell and a healing spell (if there is a pair of 1s).


Counter roll ties :
If a tie occurs between the Attack spell and its Counter, it can be resolved by comparing the summoned familiar’s Offense grade of the caster to the familiar Defense of the target (highest value win). If no familiar is deployed, wizard grades are worth zero.

Ties unresolved by grades always go the caster’s way.

See the example below showing how the Defender could still block the attack. Let's assume the attacker attacks with a pair of 4s, and the defender rolls a 4 to counter.


The attack grade of the attacker is of 1


The defense grade of the defender is 3. Therefore the tie goes into the favor of the defender and no damage is done.

Initiative roll ties :
If a tie occurs between rolls of Initiative, it can be resolved by comparing the familiar’s Speed grades (highest value win). If no familiar is summoned, wizard grades are worth zero.

Ties unresolved by grades lead to a new roll of from the wizards included in the tie.


Each time a Wizard takes damage from an attack, he loses as many health points as points of damage taken.

Indicate the wizards’ health by moving the token over their Health bar on the Spell Board.

If a wizard’s health drops to zero, he becomes incapacitated, must give away all his Loot cards to the wizard who finished him, and he can’t cast spells anymore.

There is still a chance!:

Incapacitated Wizards can still participate in the Initiative roll and if the Runes favors him and he rolls a 6, he can come back in the game with all his spell slots and 1 health point for that turn only (he becomes incapacitated again after the turn). Thus, a previously incapacitated Wizard could still win by incapacitating all other wizards during is resurrection turn.

When all but one wizard are incapacitated, the last standing wizard can claim the Sacred Flame!

Submit suggestions here