

A Wizard
Russian Roulette
Card Game
for 2-4 Players
by Gilad Gerber15-45 Minutes
ages 14+
MAILING LIST
BECOME A SPELLSLINGER TODAY

Welcome!
Spellchamber is a dark fantasy card game in which players take the role of evil Wizards settling their disputes in a lethal game of magical russian roulette. Cast spells to put the odds in your favor and sabotage other players. May the best wizard win!
CONTENT WARNING:
Guns, Bullets, Death, and Ghosts.
For Ages 14+.
How to Play
CONTENTS:




SETTING UP:
1. Each player chooses one die and one Wizard card and puts them in front of themselves, front side facing up.
2. Shuffle up the spell cards together face-down to create the Spell Deck.
Put this near the center of the table.
3. Choose the 12-card scenario deck that matches the amount of players.
For 2 Player games, use the Duel Scenario Cards. For 3+ Player Games, use the Group Scenario Cards. (See graphics above)
4. Shuffle the Scenario Cards you will be using together face-down to create the Scenario Deck. Place this near the center of the table. If players are new to Spellchamber, put the first Scenario Card (numbered 1/12) on top of the deck face-down.
5. Put the Ghost cards off to the side.
Put the ammo cards off to the side face-down.
Place the Wizard Gun directly in the center of the table.
YOUR FIRST ROUND:
BEFORE YOU BEGIN your first round,
Each player rolls their dice. The player with the highest result will be the first battle player. Each player sets their die to 4. This is the starting life total.STARTING A ROUND OF SPELLCHAMBER:
Each round has 3 phases: The Preparing phase, The Spell Draft phase, and finally the The Battle phase.
PHASE ONE: PREPARING
To begin each round, reveal the top card of the scenario deck and place it next to the scenario deck. (If this isn't the first round, place it on top of the previous scenario card.)
First, look at the amount of spells (center left) required for each player. Take that many spells from the spell deck and place them face-down in a side-by-side grid in the middle of the table, so that each player can see them.
Then, look at the amounts of each ammo card required for the scenario. (From Left to Right: Live, Magic, Blank.) Take the required amount of each ammo card and shuffle them together face-down. Place this deck in the middle of the
table next to the Wizard Gun. We’ll call this the chamber deck.For example, the Group Scenario card below Requires 1 Spell per player,
with a chamber deck consisting of 4 Live Ammo Cards, 2 Magic Ammo Cards, and 2 Blank Ammo Cards:

Below is an example setup of what the game should look like after completing the Preparing phase. The spells are laid out, and the shuffled chamber deck contains the 4 Lives, 2 Magics, and 2 Blanks. We've used the Scenario card pictured above in a 4-player game for this example:

Once the spells are in a grid and the chamber deck is shuffled and ready, it's time to move onto the next phase: The Spell Draft.
PHASE TWO: THE SPELL DRAFT
Start the spell draft phase by turning all of the face-down spell cards in the center of the table face-up.
Players will now take turns picking spells to use during the upcoming BATTLE.
The player to the right of the battle player will draft (pick a card) first. Players then take turns drafting in counter-clockwise ↺ order.To draft, a player will choose one of the face-up spells in the middle of the table. They will then take that spell and put it in front of their wizard card. Below a spell card’s title, you’ll see 1-3 diamond symbols. This is the spell’s slot requirement. Each player has 8 total spell slots. Spells that you have take up that many spell slots. If a player doesn’t have enough empty slots to draft a spell, they can either discard spells they already have to make room, or just discard the spell they were going to draft. Players MUST pick a card to draft on their turns, even if they don’t have room for it. Players continue taking turns drafting spells one card at a time until there are no spells left in the grid.Mind Control requires two spell slots. Sleep Magic requires three spell slots.
Once all the spell cards from the grid have been drafted and/or discarded, slide the Wizard Gun and chamber deck directly in the center of the table. Players will move onto the final phase of the round: THE BATTLE.Below is a continuation of the example game from earlier, this time after the spell draft phase has been completed. Yours should also look something like this:

PHASE THREE: BATTLE
Players will now take turns battling, with the battle player going first, moving clockwise ↻.
Each battle turn, a player will put the Wizard Gun in front of themselves, then they will take the following steps in order:1. They can play ANY AMOUNT of spells they have, one spell at a time. When a spell is played, do what it says and put it in a discard pile next to the spell deck.2. They can aim the Wizard Gun at any player. (This includes themselves.) To aim with the Wizard Gun, rotate it on the table so that it points at the player being aimed at.3. They SHOOT! To shoot, reveal the top card of the chamber deck and discard it face-up next to the chamber deck. Each type of ammo card has a unique effect on the player that was shot:



After shooting, that player's battle turn ends. They can't play any more spells (Unless the spell card itself specifies otherwise.) They pass the Wizard Gun to the next player in clockwise order, who will begin their battle turn following the exact same steps.
Once the last card in the chamber deck has been discarded, the round immediately ends. All ongoing spell effects are immediately canceled. Put all ammo cards in play off to the side face-down with the extras. The player who would have taken the next turn becomes the new battle player next round.
Players get to KEEP any spells they still have but didn't play moving into the next round.
Then start a brand new round!
(See the beginning of the rules.)
POWERING UP AND
POWER ABILITIES:
Players will notice that in addition to their wizard card having a rules reminder on it, it also showcases a special condition on the backside: POWERING UP.
Whenever a player shoots themselves without losing life from the shot, they POWER UP. To do this, immediately flip the card over to its back side.

That player is now POWERED UP.
At the end of each round, all POWERED UP players POWER DOWN. (they flip the card to its front side).
POWER ABILITIES:
While POWERED UP, players have access to their wizard's POWER ABILITY. At any time a player could normally a play a spell, they may "activate" their POWER ABILITY's effect. When a POWER ABILITY is activated, that player will immediately POWER DOWN.
TYPES OF SPELLS:
There are THREE types of spells you'll be playing: Regular spells, Hybrid spells, and POWERED UP spells.When a regular spell is played, just follow the instructions on the card, then they are put in the spell discard pile.Hybrid spells are just like regular spells, but they have special effects that activate when you are powered up denoted with red text. They have a half black, half red spell slot symbol.POWERED UP spells can only be played if you are powered up. These spells are red along with star symbols in its spell slot requirement.

ENDING THE GAME AND
GHOST PLAYERS:
When a player reaches 0 life, they die.If you are playing with 3-4 players, death isn't the end: When a player dies, they exchange their Wizard card and dice for a Ghost card and will become a Ghost player for the rest of the game.Ghost players are always POWERED UP. Ghost players can't shoot the Wizard Gun or be aimed at, but can still play their spells. At the beginning of a Ghost player's battle turn, they draft a spell.Players will continue playing rounds until there is only one Wizard remaining. The game ends and THEY WIN!
Rules Tips
- If a player targets themselves with a blank and it was the last ammo card in the chamber, they will be the battle player next round.- When you draft a spell during battle, you still need to have enough slots for it, or discard spells to make room. Otherwise, discard the spell instead.- If the spell deck runs out, reshuffle its discard pile together to recreate the Spell Deck.- Spells that affect the outcome of an ammo card or skip a turn can be kept in play as a reminder until their effect ends if needed, then discarded.- Extra ammo cards should be kept face-down off to the side.- When the last ammo card is discarded from the chamber deck, the round instantly ends. Players can’t play more cards during their turn.-Shooting yourself with multiple blanks in a turn does not give you multiple extra turns.
SPELLS AND STRATEGY
All 12 Spells in the Base Edition of Spellchamber, alongside strategy and rules tips for each card to maximize your Wizard prowess.

RICOCHET
If you play a Mage Armor and then Ricochet, shooting a live will still cause you to POWER UP.Playing multiple Ricochets will shoot multiple players including yourself, in the order you play them. You are still always shot first. Choosing the same player multiple times does NOT cause them to be shot by the same ammo card twice.

CONJURE
This spell is always played after you shoot, but before your turn is over.You can Conjure multiple times in a single turn, but you must play each Conjure one at a time.If you target yourself with a Blank, you can Conjure at the end of your current turn. Then, during your extra turn, you will be able to shoot the ammo card you just Conjured! This can be a great way to guarantee you'll be shooting a Live or Magic.You can't Conjure after the last ammo card in the chamber has been shot.If you draft a Conjure from shooting yourself with Magic ammo, you can use the spell immediately before your turn ends.

MAGE ARMOR
You will always Power Up after shooting yourself under the effect of Mage Armor, even if it's with a Live. This is because you didn't lose any life.Pairing this spell with Ricochet can allow you to shoot a Live ammo card at an opponent and Power Up in the same turn!

MIND CONTROL
It can be wise to draft this spell in order to prevent the battle player from using this spell immediately.You can still successfully play Ricochet while under the effects of Mind Control, as you are still aiming at yourself.

REVIVIFY
This spell cannot be played normally, rather Revivify can automatically play itself when someone would die.If you have multiple copies of Revivify, you will choose one of them to play.If you are dealt 2 damage while at 1 life, you will still Revivify and return to 1 life. There are no negative life totals in Spellchamber.Revivify prevents death, not losing life. You won't power up even if you shot yourself to activate Revivify.

FORETELL
This spell is deceptively simple, yet very strong.If the previous player has manipulated the top card of the chamber deck, it can be wise to play this card defensively to see what the top card is.

TRANSMOGRIFY
This spell is at its best when you are reversing the odds of the Chamber Deck in favor of Live ammo.This spell allows you to control the outcome of an ammo card which you already know about.

DEVIL'S DEAL
If you are already Powered Up, this spell will just draft another spell and nothing else. If you aren't, you must aim at yourself.You can still successfully play Ricochet after Powering Up with Devil's Deal, because you will still be aiming at yourself.Playing this spell is wise if you are under the effects of Mind Control.Remember you can continue to play spells (Including the one you will have just drafted) before you proceed to shooting.

CLONE
Remember that you can't have already played the spell you want to Clone! You need to still have that spell.In a pinch, you can play Clone as a copy of itself to draft a spell if you're powered up.You can Clone spells with timing restrictions such as Revivify and Conjure, as long as it's your turn.You must be Powered Up to Clone Powered Up spells.

ENRAGE
You must be Powered Up in order to play this spell.When pairing Enrage with Ricochet, only the first shot is aimed at multiple players.This spell does not stack when played in multiples. It will always shoot exactly twice

COSMIC REACH
You must be Powered Up in order to play this spell.If you see at least one Blank, it can be wise to put that on top to take an extra turn and reduce the number of ammo cards in the Chamber Deck.

SLEEP MAGIC
You must be Powered Up in order to play this spell.A player under the effects of Sleep Magic cannot have another one played onto them until they take their next turn.In two player games, this spell effectively acts as an extra turn for the user.

