Wizard of Wisteria: Mix-Up Rules
Players
2-4 players. Additional players may join, but it’s recommended to combine multiple card decks.
Deck
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Custom deck using card strengths 1–6
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Any number of copies can be used
Card Strength (Low → High)
1 (weakest)
2
3
4
5
6 (strongest)
Setup (Multiplayer)
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Shuffle the deck thoroughly.
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Deal cards as evenly as possible to all players.
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Each player creates:
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A draw pile (face down)
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A won pile (kept to the side)
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Basic Round (Battle)
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Each player reveals the top card of their draw pile.
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The player with the higher strength wins the round.
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Both revealed cards are placed into the winner’s won pile.
Tie Round (War Trigger)
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If two or more players tie for highest strength, only those tied players enter a War.
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Any non-tied players:
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Do not participate in the War
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Their revealed cards are still part of the prize pool and go to the eventual winner of that War
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Rule 1: Face-Down War Card
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Each player places one card face down into the center.
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These cards form the war pile.
Rule 2: Declare War Action (Simultaneous)
After placing the face-down card, both players announce their choice at the same time:
“Battle” or “Retreat”
Choices cannot be changed.
Option A: Battle
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Each attacking player reveals one card face up.
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Apply bonuses if active.
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Higher strength wins:
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All original tied cards
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All face-down war cards
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If the revealed cards tie again, repeat the War starting at Rule 2.
Option B: Retreat
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The player places one additional card face up.
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Can only be done on the first card tie.
Retreat Outcomes (Multiplayer):
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If at least one player battles:
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All retreated cards are given to the winning battler’s won pile
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Retreating players keep:
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Their original tied card
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Their first face-down war card
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If two or more players battle:
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All sacrificed card is given to the winning attacker’s won pile
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All players who battled continue battling
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Apply bonuses if active.
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Higher strength wins:
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All original tied cards
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All face-down war cards
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If the revealed cards tie again, repeat the War starting at Rule 2.
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Sacrificing players keep:
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Their original tied card
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Their first face-down war card
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If all tied players retreat:
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Each sacrificed card is given to the player on the left (clockwise) to place into their won pile
- Each player who wasn't included in the war get their original cards back
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The warring players keep
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Their original tied card
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Their first face-down war card
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The War ends with no central winner
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Running Out of Cards
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If a player cannot complete their declared action, they immediately lose.
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If a player runs out of cards during a War, the opponent wins all cards in play.
Reshuffling Won Cards
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When a player’s draw pile is empty:
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Shuffle their won pile
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Place it face down as their new draw pile
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If a player has no draw pile and no won pile, they lose the game.
Winning the Game
Choose one victory condition before playing:
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Total Control
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One player collects all cards
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Time Limit
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After 15 minutes, the player with the most cards wins
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Power Score
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After 15 minutes, add up the Strength values of all cards owned
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Highest total wins
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