Spell Tracers
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Board Game

Spell Tracers

By Armand "Plop" Texier · Art by Léo Blandin

Two rival Warlocks duel for the trophy of Best Wizard in the Realm. Choose your element (fire or ice), rise your wand (a pen of different color for each player) and get ready to bring your opponent down. On a grid (20 squares long for 19 squares wide), the two middle rows a greyed out and are considered a neutral area (no one can build anything there) but crossing is permitted. You cannot cross lines drawn by your adversary or yourself. Each warlock begins on either side of the grid, in the middle column. Roll a 6-sided die and execute the corresponding action: Move 1 space in any orthogonal direction Divide the line (the "spell") in 2 directions diagonally Move 3 spaces by changing direction each intersection. Move 2 spaces diagonally (in the same direction) Block an unoccupied square Play a Spell card Each player has the same set of 4 Spell cards: Fireball/Ice-ball: cancel a move. Firewall/Ice-wall: Fill 3 squares horizontally (on you side only) Lava hand/Freezing blizzard: Move 1 space and throw the die twice next turn. Lava geyser/Colossal iceberg: destroy a barricade square When a player uses their fourth card, all their cards become available again. The first player reaching the enemy starting row wins.

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Players2
Playtime20–30 min
Age8+
Year2020
  • Abstract Strategy
  • Fantasy
  • Print & Play
  • Grid Movement
  • Dice Rolling
  • Paper-and-Pencil
  • Roll / Spin and Move

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