Wizard of Wisteria: Mix-Up Rules

Players

2-4 players. Additional players may join, but it’s recommended to combine multiple card decks.


Deck

  • Custom deck using card strengths 1–6

  • Any number of copies can be used


Card Strength (Low → High)

1 (weakest)
2
3
4
5
6 (strongest)


Setup (Multiplayer)

  1. Shuffle the deck thoroughly.

  2. Deal cards as evenly as possible to all players.

  3. Each player creates:

    • A draw pile (face down)

    • A won pile (kept to the side)


Basic Round (Battle)

  1. Each player reveals the top card of their draw pile.

  2. The player with the higher strength wins the round.

  3. Both revealed cards are placed into the winner’s won pile.


Tie Round (War Trigger)

  • If two or more players tie for highest strength, only those tied players enter a War.

  • Any non-tied players:

    • Do not participate in the War

    • Their revealed cards are still part of the prize pool and go to the eventual winner of that War


Rule 1: Face-Down War Card

  1. Each player places one card face down into the center.

  2. 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

  • Each attacking player reveals one card face up.

  • Apply bonuses if active.

  • Higher strength wins:

    • All original tied cards

    • All face-down war cards

  • If the revealed cards tie again, repeat the War starting at Rule 2.


Option B: Retreat

  • The player places one additional card face up

  • Can only be done on the first card tie.

Retreat Outcomes (Multiplayer):

  • If at least one player battles:

    • All retreated cards are given to the winning battler’s won pile

    • Retreating players keep:

      • Their original tied card

      • Their first face-down war card

  • If two or more players battle:

    • All sacrificed card is given to the winning attacker’s won pile

    • All players who battled continue battling

      • Apply bonuses if active.

      • Higher strength wins:

        • All original tied cards

        • All face-down war cards

      • If the revealed cards tie again, repeat the War starting at Rule 2.

    • Sacrificing players keep:

      • Their original tied card

      • Their first face-down war card

  • If all tied players retreat:

    • 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
  •  
    • The warring players keep

      • Their original tied card

      • Their first face-down war card

    • The War ends with no central winner


Running Out of Cards

  • If a player cannot complete their declared action, they immediately lose.

  • If a player runs out of cards during a War, the opponent wins all cards in play.


Reshuffling Won Cards

  • When a player’s draw pile is empty:

    1. Shuffle their won pile

    2. Place it face down as their new draw pile

  • If a player has no draw pile and no won pile, they lose the game.


Winning the Game

Choose one victory condition before playing:

  1. Total Control

    • One player collects all cards

  2. Time Limit

    • After 15 minutes, the player with the most cards wins

  3. Power Score

    • After 15 minutes, add up the Strength values of all cards owned

    • Highest total wins