Wizard Armies Tradition / Ritual in Earthend - The World of Thundarr the Barbarian | World Anvil
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Wizard Armies

A pair of Tin knights with Riot sticks and shields are approaching your position. The encounter is unavoidable. To your left, children are huddled around each other as you hear several noises sounding like Bamboo ringtones coming from that direction. One of the teens sees your predicament and motions you to go over and watch them.
Up and Down they go! Where they roll, only the Wizard knows! Will they leave? Will they stay? Take out your foes, so the Wizards say!
  The game developed from the outskirts or slums of the Seven Citadels by humans. The authorities see no harm in it and may even foster the notion of powerful wizards winning wars.


Humans have created a game from a recent discovery by Dr. Craig Landry. The scientists that worked with Dr. Landry developed a data storage cube which can transmit information worldwide. The scientists cleverly distributed the data cubes disguised as dice. Village elders and settlement leaders decided to hide the cubes in plain sight as a game "honoring" the might of Wizards. The game is harmless and even mutants engage in the fun once in a while. To those who really know, It is a mechanism to pass information secretly to other human groups.


The premise is two players are given specialized dice. One darker color and one lighter color. Each representing a Wizard and his armies. A stick or similar recorder tool is needed to keep score.  

Phase One : Army acquisition

The players roll two dice to determine army strength. If the player rolls doubles, he gets to roll again to add to his current total of troops. Once the total number of troops are tallied, the next phase is unit deployment.  

Phase two: Unit deployment

Each player decides up to six units to deploy on the battlefield. Each troop unit is a die. You cannot deploy more units than what your total is in your camp. A minimum of one unit is required to be deployed.  

Initiative Phase

Next phase is the initiative. Who gets to strike first? Each player rolls one die - highest roll wins. All ties are discarded.  

Battle Phase

Both players Roll at the same time. Each die is given a value what is rolled. Any Die that does not set on the designated field is rerolled.  

Wizard Rolls, Coward Rolls, and Combos

If a six is rolled that unit is a Wizard. They can eliminate any dice of the opponent's forces. Even other Wizards. They can also take out a unit in the opponents camp on the players turn.
If a one is rolled, that unit Cowardly deserts and is removed from the playing field. It is an automatic loss and it does not return to camp.
Combinations - a player on his turn can use whatever units he has on the field to overcome a higher value unit, even Wizard units. Suppose on Player A's turn he has 2,2 and Player B has 3,3. Player A can combine his two units (equaling a total of 4) to take out a single 3 value unit. This tactic can be applied to Camp Raiding situations as well. Note the game removes all units engaged in battle from play. So let's say a 2,5 unit pair of dice are combined to take out opponents 6-valued Wizard unit. The owner of the Wizard subtracts one unit from his army total and the attacker subtracts nothing. However, those 2,5 units return to camp and cannot be targeted by non-Wizard units.  

Camp Raiding

If a force on the battlefield has two or more units remaining, the force on the battlefield can pick off units in the opponents camp. Suppose an opponent only puts one unit on the field of play to your five units. You have 4 units which can pick off camp units of the opponent. They roll the number of dice that corresponds to the number of units in their camp to a maximum of six. The battlefield force chooses which units to eliminate based the results of the roll. There is no retaliation turn. Then the round is over.  

Battle Resolution Phase

The game is one of attrition. Units lost in battle are taken from your original total.  

Round Two: Troop Deployment

Whatever units are left in your camp can be deployed on the field  
The Cycle repeats: Initiative Roll - Battle Phase - Coward removals - Battle Resolution until a player has zero troops. The last one with troops remaining wins the war.

Betting Props

Observers can make money with side bets on a game. Before a game starts people can bet who will win the overall game. If a game has started, you can still bet on who will win a battle, who will roll a Coward or Wizard or even guess certain combinations in a given round (with prospective odds being paid out).


While two people are required, some variants of play can be documented. Multiplayers, King of the Hill style, Two vs Two and so on
Wizard War Game example

Game Start: Troop Acquisition Phase

Player One rolls 5, 5 Player two 3, 4
Player one has started the game with ten units and player two has seven units.

Troop Deployment

Player one decides to overwhelm his opponent so he chooses the six troops maximum attack, he is four units in camp.
Player two decides to deploy four units to the battlefield. He has three troops in camp.

Initiative Phase

Player two rolls a 4, Player one rolls a 3

Battle Round One

The players roll in their corresponding sides with the number of dice invested into the fight. Player #2 rolls: 5, 4, 6, and 3
Player #1 rolls: 2, 2, 1, 6, 6, and 1

Cowards desert!

All Coward units are taken away before any turns begin.

Battle tactics and results

Player One has 2, 2, 6 and 6 on the field. He deducts a unit from his total troop count.
Player Two has 5, 4, 6, and a 3
Player #2 he won initiative
He decides to use his Wizard unit to take out an enemy Wizard unit. His attacking unit goes back to camp (still a Wizard value). Player One has one unit deducted from his total troop count.
Player one has 2, 2, 6 on the field
Player two has 5, 4, 3 on the field
Player one uses his remaining Wizard unit to take out the 5 value unit of his opponent. Player one has 2, 2
Player two has 4,3
At this point, there is no chance of player one winning because 1) It is not his turn and 2) his units are too low in value. Player one deducts two units from his total. There is no opportunity to Camp Raid so the results of the battle are tallied: Player one lost 5/6 units, his current army strength is five. 10 original - 5 lost = 5 units
Player two lost 1/4 units, his current army strength is six. 7 original - 1 - 6 units

Round two

Player one is upset, but still capable of turning things around. He goes all-in again with a 5 unit investment.
Player two decides a 5 unit force will win the game.

Initiative phase

Player one 4 and Player two rolls a 1

Deployment Rolls

Player #1 rolls are: 2, 3, 6, 1, 1   Player #2 rolling 1, 5, 5, 1, 1  

Coward losses are applied

Player One - 2, 3, 6
Player Two - 5,5
Player One strikes mercilessly on the 5 value unit. Player two takes out the 3 or 2 unit, it doesn't matter. results of the fight
Player one has lost three units. His current army total is 5 -3 = 2
Player two has lost three units. His current army total is 6- 3 =3

Round Three

Both players decide to go all in. Init rolls are thrown. Player one rolls a 2 and Player two rolls a 3 Player one throws his two dice - 2. 5 Player two rolls three dice - 4, 6, 4 Player two wins the game because his init roll granted him first strike and he uses his Wizard to take the 5 unit out. Player One has no chance because his 2 value unit is unable to overcome the 4 value units on the field. Player One has zero units left, even though he started with the most units at the beginning of the game.

Try the Game!

Show spoiler

Army Acquisition Phase

Roll the Dice! You click the Button above and results will appear on the bottom right. Click the pop-up result to remove it from view.
Add the total for your army. If you get doubles, roll again and add to your total!
Your opponent now rolls for his troops.

Phase two: Unit deployment

You decide up to 6 troops to bring on the battlefield. You must at least deploy one unit.
Your Opponent decides as well. It is suggested to write a number on a piece of paper and turn it face down. Reveal and declare the deployment at the same time.

Initiative Phase

Each participant rolls one die. The higher value gets the first attack. All ties are discarded and rerolled.

Battle Phase

Roll the dice X times. Write down your die rolls.
Your opponent also rolls X times. Write down the die rolls.

Coward Losses!

Each roll that resulted in a "one" on their turn, subtract one unit from your initial army total. Cancel those dice rolls from your sheet. They are removed from the field.
First Initiative player decides what to do (use a wizard, use a natural roll to beat the opponents lower value dice roll, or use two or more rolls to combine values to beat a higher value unit)
All dice used in the turn are removed. The opponent subtracts one unit from his total army, your attacking unit(s) go to your camp with no change in their natural roll value.


Each roll that resulted in a natural "six" can be used to cancel out any die on the field or used to deduct one unit from the opponents camp on their turn. The Wizard returns to your camp as a "6" value.


If you desire to combine the values of two or more dice on your turn, you can kill an opponents unit. Wizards can be removed with combinations on the field or via Camp Raid.

Camp Raid

On your turn, if you have two or more units remaining on the field and the opponent has none, you can invade his camp. Roll 1d6
that corresponds to the number of units in their camp to a maximum of six. Your battlefield force chooses which units to eliminate based the results of the roll. There is no retaliation turn. Then the round is over.


Repeat steps starting from Unit Deployment again

New Camp Troop Number totals are accounted and used from subsequent rounds until one participant reaches zero troops.

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Cover image: The Last Jedi Concept Art by Jaime Jones


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