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Welcome to Elderwild!

Majestically resting upon expansive grasslands, Snoutshire stands as a kingdom of beauty and grandeur, the picturesque surroundings providing a fitting backdrop for the kingdom's unique traditions.

In Snoutshire, the title of Pugspell is that of nobility, reserved for those who have demonstrated mastery of magic.

Every second year, the kingdom of Snoutshire engages in a spirited tradition—a battle royale that serves to elect a new roster for Pugspell’s leadership, also known as the Mage Lords.

This thrilling contest not only showcases the strength and skills of contenders but also establishes a dynamic and ever-evolving leadership structure within the kingdom.

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Claim your party's place as the Mage Lords by

defeating all other players' parties.

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This enchanting game features a base deck of 120 cards, cleverly divided into two categories: Magic cards and Character cards.

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With the Conjuror’s Expansion, another 60 cards are added to the game, including 10 new Character cards, 20 new Magic cards, and 30 of an all new card type: Familiar cards.

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Magic Cards - 75 Cards

(95 With Conjuror’s Edition):

This category includes a variety of bizarre spells, alchemy, enchantments, incantations, and other magical cards that can be used strategically to bring down opponents' parties. Up to two Magic cards can be placed below active character cards to give them passive abilities (such as extra AP, natural regeneration, immunities, etc.), or active abilities that require action points to use.

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Character Cards - 45 Cards

(55 With Conjuror’s Edition):

Character cards represent mystical beings such as hags, alchemists, enchanters, priests, and more. Each character card possesses a unique ability, either active or passive, making them valuable assets to your party.

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Familiar Cards - 30 Cards

(Conjuror’s Edition Only):

Familiar cards represent waggish companions that exist to provide characters with support. Familiars are invulnerable and are discarded when their master is defeated, though they may return if their master is resurrected. If a Familiar’s magic type is the same as their master’s, that character gets a -1 to all cooldowns.

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Kickstarter Exclusives:

On top of the 180 cards from the base game and expansion, we’re including an extra 11 Character cards and 5 Magic cards, all of which being Kickstarter Exclusive! This puts the game at a total of 196 cards for the Kickstarter edition. Once this campaign ends, these cards will become unavailable forever!

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Step 1: Shuffle the deck thoroughly.

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Step 2: Deal a starting hand of 5 cards to each player.

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Step 3: Before the game begins, each player can set up to three character cards as active and attach up to one Magic card to each active character card to form their initial party. Only one familiar card can be set to active at the start of your game.

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There can only be up to seven active characters in a party at a time. Players take turns in clockwise order.

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Unless you have five or more cards in your hand, you will always draw a card at the start of your turn at no cost.

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During your turn, you must spend three action points by performing a combination of the following actions (most of these actions can be done multiple times per turn):

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Draw a Card:

For an action point to draw an extra card once per turn.

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Summon a Character:

For an action point, you may place a character card from your hand face up to register the character as an active member of your party.

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Conjure a Familiar:

For an action point, you may place a familiar card underneath an active character card to register the familiar as their companion. Each character may only have one familiar.

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Activate a Character Ability:

Character abilities can influence the game in various ways. Passive abilities are always active. Action abilities cost an action point, and can only be used once per turn before their cooldowns take effect.

 

Utilize a Magic Card:

For an action point, you may equip a magic card to a party member by placing it directly to the right of the character card. You may also choose to simply play the card from your hand if it's an action card.

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Equipped magic cards work similarly to character abilities, while playing them from your hand causes them to be discarded. Magic cards can do just about anything, so be aware of your opponent's arsenal.

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Swap an Equipped Magic Card:

Return an equipped Magic card to your hand, then replace it with a new one.

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Attack:

After all action points are spent, every member of your party must attack. For each attacking member of your party, you may choose a target from another player’s party. A target takes damage equal to that of your character’s AP modifier.

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A player is eliminated once their party is wiped out and they don't have any characters in their hand. The game concludes when only one player's party remains, earning that party the title of Mage Lords.

Magic Types

Every card has a Magic Type, signified by a unique color and symbol. There are six types in all.​

Sorcery Magic = Blue​

Special Magic = Orange

Intellectual Magic = Green​

Divine Magic = Yellow

Conjuration Magic = Purple

Dark Magic = Red

Weaknesses & Resistances

If a card is Weak to a certain type of magic, all incoming damage from that magic type will be doubled, and any effects will last twice as long.

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If a card is Resistant to a certain type of magic, all incoming damage from that magic type will be halved, and any effects will last half as long.

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Weaknesses and Resistances do not matter when using abilities on your own party. For example, healing a party member cannot be doubled nor halved based on magic types.

Other Important

Rules & Pointers

Some spells and magic cards can be cast during another party's turn. Casting during another party's turn will take an action point from

your next turn.

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Durations/cooldowns are measured by full turns.

  • Example 1: If Tim casts a spell during his turn with a duration of 1, that spell’s effects will wear off when his next turn starts.

  • Example 2: If Tim casts a unique spell during Kai's turn with a cooldown of 1, Tim will not be able to cast it again until after Kai's next turn.

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If a card has a duration or cooldown, it cannot become lower than 1, regardless of modifiers.

When calculating changes for durations and cooldowns, always round up. When calculating changes for HP and AP, always round up to the next multiple of 5.

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A character’s magic type cannot be changed to conjuration.

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If the deck runs out mid-game, shuffle the discard pile and use it as your new deck.

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