Instructions Wizard

- Card Game

Family Game, Party Game, Strategy

group 3 - 6 Deutsch

Goal of the Game

In Wizard, the objective is to predict as accurately as possible how many tricks you will win in each round. Points are awarded for correct predictions and for tricks that match your predictions.

Game Setup

Game Components:

  • 60 cards: Values 1–13 in the colors red, green, blue, yellow.

  • 4 Wizard cards: The highest-ranking cards.

  • 4 Fool cards: The lowest-ranking cards.

  • Number of players: 3–6 players.

  • Notepad and pen: For keeping track of scores.

Shuffling and Dealing:

  • In Round 1, each player receives one card.

  • In Round 2, each player receives two cards, and so on, until all cards are dealt (depending on the number of players).

Round Overview

1. Determining the Trump Suit

  • After dealing, the next card from the deck is revealed. This color becomes the trump suit for the round.

  • If a Fool is revealed, there is no trump for that round.

  • If a Wizard is revealed, the dealer may choose the trump suit.

2. Trick Predictions

  • Starting with the first player, each player announces how many tricks they expect to win in that round.

  • The predictions are recorded.

Important Rule:

  • The total sum of all players’ predictions must not equal the number of cards dealt in that round.

  • Example: In a round with 4 players and 3 cards each (3 tricks possible), the total predicted tricks must not be exactly 3.

  • The last player to announce their prediction is often forced to adjust their guess to maintain this rule, making their decision particularly challenging.

3. Playing Phase

  • The starting player plays a card.

  • Suit-following rule: Players must follow the suit of the played card if possible.

  • If a player cannot follow suit, they may play any card, including a trump, Fool, or Wizard.

  • The highest trump wins the trick. If no trump is played, the highest card of the lead suit wins.

  • Wizards always win, while Fools have no trick value.

4. Scoring

At the end of the round, each player receives points:

  • +20 points for exactly matching their predicted trick count, plus +10 points per trick won.

  • -10 points for each deviation from the prediction (whether over or under).

Strategic Tips

  • Wizard cards: Perfect for securing a trick, especially at the end of a round.

  • Fool cards: Great for avoiding tricks or staying flexible.

  • Trump cards: Very powerful—pay attention to how many have been played.

  • Round planning: Consider in advance which cards you can safely use and which are risky.

  • Observation: Keep track of which suits and trump cards have been played to plan better.

End of the Game

The game ends after the final round (depending on the number of players). The player with the highest score wins.

Enjoy playing!

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