drakeyboy / WIZARD ARENA
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A BATTLE OF MAGIC & CUNNING

Wizard
Arena

Summon your army. Conceal your illusions.
Be the last wizard standing.

2–8 wizards · Turn-based battles · Solo & online

Enter the arena

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THE APPRENTICE'S GUIDE

Outlast every other wizard.

  1. Choose: ready a spell privately. Creature illusions always cast successfully but can be disbelieved.
  2. Cast: select a highlighted target. Personal spells and Magic Wood use your wizard’s square. Shadow Wood gives up to eight placements; Wall four. Casts are consumed on failure or cancellation.
  3. Move: select a piece and move it one cell at a time, or choose a landing square for a flier. Straight steps cost 1, diagonals 1.5. A last diagonal may use 1 point; a last straight step may use 0.5.

Combat: combat plus a 0–9 roll must beat defence plus another roll. There are no health points. Engagement stops travel but allows an adjacent attack. Shadow Wood attacks without moving. After moving or attacking, ranged units can fire once: press Finish movement & aim to stop early.

Undead: only undead, magic weapons and magic attack spells can harm them. Ineffective ordinary attacks spend no movement or shot.

Mounts: move a wizard onto its mount or shelter. On later turns choose Dismount before moving. Any wizard can enter Magic Wood. Its spell gift consumes the tree. Fire and blob spread between casting and movement.

Sound effects include the original rising turn-change cue. Actions play in sequence, with a pause between players and a full wizard-death sequence before play resumes. Mute sounds in Settings; Reduced motion uses a fade for wizard deaths. Both graphics modes share rules.

Full rules, original quirks and fidelity notes →

Illustrated creatures and animated effects →

All 60 spells and original animated sprites →

Share the invitation before starting. Empty seats become AI. Resume reconnects this browser; disconnected seats use AI after 90 seconds while others remain online.