How to play Wizard RPG
Wizard RPG is ten duels fought out of one set of resources. Mana returns two a turn and six between fights, so it never simply refills. Reagents — embers, frost shards, bone dust — are spent when you cast and only replaced by the single reward you pick after each victory. Drain buys its damage with your own health.
Every opponent shows what it is about to do: strike, wind up a heavy blow, raise a guard, knit its wounds or siphon your mana. Knowing the intent turns each turn into a question of which resource you can afford to spend to answer it — a ward, a freeze, a golem to soak the hit, or just a cheap spark.
Imps give way to wraiths, drakes and finally the Archmage, and the rewards between duels are the only way your reserves ever grow. Spend everything early and the last fight will be fought on fumes.
Objective
Beat ten duellists with a pool of mana, reagents and health that never fully refills.
Features
- Seven spells paid for in mana, reagents or your own health
- Resources that persist across all ten duels
- Enemy intents shown before every turn
- Wards, freezes and a bone golem that soaks hits for you
- One reward chosen from three after each duel
Keyboard
Touch
Scores are saved in this browser only. There is no global ranking and nothing is uploaded.