This is our prototype, so the final product will of course look a bit different.
A Council of Wizards
“As a wizard, your magic is totally, absolutely reliable. Uh... most of the time. What's unreliable are your puny, utterly hopeless minions! Them, and, finding the right spell book in your vast library of knowledge at precisely the moment you need it... But if only those blasted minions would stop getting lost, partying, being cursed or trampled by other wizards' minions, and just straight up dying on you, you'd get so much more done!
"Just a few more cleverly placed runes, and you're sure you'll be the head of the new wizard council in no time! Of course, you could simply go out and place them yourself, but why take such a risk when you have minions to do your dirty work for you? Besides, wizard politics are tricky - you wouldn't want to be seen actively opposing the other wizards - before you have a strategy to trounce theirs, at least!”
A Council of Wizards is the central, unifying board game of the Mysticus Game System. In this game, each player is a wizard with their own tower somewhere on a map of varied, potentially changing terrain. From there, they send out and direct little minions, moving them into positions where they can weave runes, squabble with enemy minions, and lay siege to opponents' towers. Cleverly placed runes can be used to make your plays more efficient, to capture enemy towers, or to construct magic triangles that power spell cards and generally make you more powerful. Your goal is to capture your opponents, whether by magic or by threat of minion might, and thus land yourself at the head of the new wizard council!
​Your wizard tower is your base of operations, and the focus for your magic. Defend it carefully, or risk capture by your clever and conniving competitors. It spawns minions for you, but it can't move... usually.
Tower
​
Minions come in varied shapes and sizes, making some stronger and others tougher, and dramatically changing how they can interact with terrain. Some even have special abilities.
Minions
​Your runes are the source of your influence and power, sort of like structures in an RTS game. Align them to various targets to power spells and capture opponents, or build them into triangular superstructures for an extra boost.
Runes
​Most of the cards in the game constitute Spells and wizard Powers. Meeting their requirements and then playing them can give you long-lasting benefits, or momentary phenomenal cosmic powers.
Spells