| Unfortunately for my wizard, Game 1 ended exactly the way this looks |
1. Both players generate a 1st-level magic-user in any system.

![]() |
| Click to enlarge |
-There are rectangular or square blocks which are spaced apart all the same width, one to two inches. (In our case, a width of one of the lettered building blocks, but it can be any size wide enough for a standard miniature to fit through.)
-Characters will not climb on top of the blocks, the blocks just mark paths between that creatures can use. (We used rectangular marker cases and wood building blocks but you can use whatever rectangles you've got that will fill your table.)
-There are starting places at opposite ends for each wizard.
-There are "mystery markers"--these can be indicated by any object that will fit in the maze paths, we used big dice. The markers are placed approximately evenly around the maze and none are in either starting wizard's position's line-of-sight. Although only three are circled on the picture in yellow, all the dice in the picture above are mystery markers.
-We have a pool with an octopus in it, that's a hazard and that's optional.
| This one had 2 hazards: an octopus pool and a undead spider pit |
3. Each player rolls a d20. High roll gets to either:
-Pick which of the two starting places they start at.
or
-Go first.
The other player gets to do the other thing.
4. Turns alternate
-One player moves their wizard--and any other minion creatures they pick up--then the other player does. There are no initiative rolls.
5. On your turn your wizard may:
-Walk up to 6 inches and take any action they could do in D&D
or
-Run up to 12 inches
or
-Move up to 6 inches and teleport to a random location. There are lots of ways to pick a random location--we did this by rolling an alphabet die and then teleporting the wizard to a random location adjacent to the block with that letter on it.
or
-Walk up to 6 inches and shift any block in line-of sight the width of the dungeon path. Like so:
Or like so:
--You cannot shift multiple blocks at once.
--You cannot shift a block into an area occupied by anything--a creature or mystery marker or another block, etc.
-You cannot teleport on two of your turns in a row or move a block on two of your turns in a row.
-Remember, though, that the creatures can only go through the paths, not stand on top of the blocks.
6. As soon as either wizard is in line-of-sight to a mystery marker, something happens:
-The mystery marker "activates",
-This means you roll a die on a table to determine what the mystery marker represents.
-The table includes:
- 1. Trap (save or take d6 damage)
- 2. Random magic item (roll on whatever random magic item table you have)
- 3. A different random magic item from a different table (If you have more than one magic item table, otherwise treat as #2)
- 4. 1st level human with a sword and a bow (wizard picks class)
- 5. 1st level dwarf with a sword and a bow (wizard picks class)
- 6. 1st level elf with a sword and a bow (wizard picks class)
- 7. 1st level halfling with a sword and a bow (wizard picks class)
- The other results on the table randomize across every other miniature in the house. Do you have to number every mini you have? No. We did it like this:
- 8. Sandalwood box, top drawer
- 9. Sandalwood box, middle drawer
- 10. Sandalwood box, bottom drawer
- 11.Tackle box, top drawer, left compartment
- 12. Tackle box, top drawer, middle compartment
- etc.
![]() |
| Game 2 ended better for me |
-




No comments:
Post a Comment