Nax: The pages of Sorcery the Board Game
This is our final game board. The rules are quite long but they are in depth to avoid any confusion. I hope you all enjoy it
Nax the Pages of Sorcery: The Board Game
Number of players: 2-4
Pieces you will need:
Generic player tokens
Coins for level 1 (to determine if the security guard is looking or not)
Coins for level 2 (to determine what security key they will receive and what the elevator requires)
Small pouch/bag/cover for the green spaces in level 2
Some assembly required
How to play:
Roll a die to see who goes first. Start the game on the start space of each level (blue space), starting with level one. Players take turns progressing through the level. A player can travel on any space but cannot move diagonally. If a player does not land on a coloured space they pick up a spell card. A maximum of 2 spell cards can be held at one time. If you wish to pick up another spell card you must exchange it for one in your hand. The one in your hand is put on the bottom of the deck. After each round (everyone moves once) the spell deck is shuffled. Spell cards can be used throughout the game in certain situations which will be explained later. Each square has its own traits depending on what level it is in. The coloured spaces will be explained later. The players want to reach the end of the level to make all players move onto the next level. The first person to get to the last square of a level is rewarded with 3 points and can draw a card from the spell cards. At the end of level 3 whoever has the most points wins the game. You also get a point depending on what level you are when the level is ended by either yourself or an opposing player. If you are level 1 you get 1 point, level 2, 2 points, etc. The maximum level someone can reach in the game is level 3. Becoming a higher level doesn’t only get you more points but it allows you to use higher level spells as listed on the spell cards. If you are level 1 you cannot use a level 2 spell or level 3 but if you are level 3 you can use a lower spell if you choose. This is the same for level 2. How to level up:
In order to level up, you must battle minions and opposing players. If you battle a minion, if you beat them you will gain a level. If you lose the battle you will lose your next turn. Battling an opposing player works differently. If you battle a player and win you will gain a level. If you lose however you will lose a level. To battle a minion you must land on a black space on the board. To battle a player you must land on the same space as them.
How to battle:
When battling a minion roll a die for the minion. Add 1 to that score. The score cannot exceed 6. If you roll the same as or higher than the minion, you beat it, then you gain a level. If you land on the same square as an opponent you can choose to battle an opponent. The defender gets to use spell cards first. You can use as many spells you want in a battle but only one at a time. After spells are used the players roll. Whoever has the highest roll after calculating spell cards wins and gains a level. The loser of the battle loses a level. A player can never be lower than level 1 and never be higher than level 3.
The spell cards:
Spell cards can be used in a variety of situations. A “ROLL” refers to someone rolling the die to determine their movement. An “ATTACK” refers to someone rolling a dice in battle. You can only pick one of the abilities to use listed on the card. You must be the same level or higher to use that ability. After a spell card is used it is put back to the bottom of the spell card deck. The list below shows the rules and constraints for each spell.
Fireball spell:
Level 1 can be used before an opponent rolls for movement
Level 2 can be used at any time before an opponent’s turn
Level 3 can be used at any time (in battle, start of a turn, etc.)
Speed spell:
Level 1 can be used on yourself to reroll a movement roll, not an attack roll
Level 2 can be used to add +4 to your movement roll
Level 3 doubles your movement roll
Attack spell:
Level 1 adds +1 to your attack roll (can be used against players and minions)
Level 2 adds +3 to your attack roll (can be used against players and minions)
Level 3 doubles your attack roll (can be used against players and minions)
Defense spell:
These spells can be played when your opponents are battling. They can affect the outcome of battles you are not in
Level 1 decreases your opponents attack roll by 1
Level 2 can only be used in battle. No spells can be used by anyone for the rest of the turn. The turn ends when you end your turn
Level 3 can only be used in battle. You can use a spell after playing this card but your opponent cannot
? spell:
Level 1: Can be played at any time to make a player go back to the start
Level 2: Discard at any time (even during battles) 2 of your opponents cards
Level 3: Look at your opponents spells. Take one. If you already have 2 put one of the 3 you have on the bottom of the spell card deck and keep the other 2.
The spaces:
In order for a player to land on a space they must roll the exact movement. A player can move back and forth between squares they don’t have to move in one direction. There are several different coloured spaces in the game. Below is a list of which colour does what. Green spaces change depending on what level you are in.
Blue spaces: This is where all players start at the beginning of each level. No battles can take place on this square.
Red spaces: This is where a level will end. If a player lands on this space the level is over and you calculate points.
Black spaces: If you land on a black space you battle against a minion in an attempt to level up. If you win the battle you level up and stay on the square. If another player lands on the space while you are on that space, they will fight the minion instead of you.
Green spaces: Green spaces do different things depending on what level you are in. Below is a list for what they do in each level.
Level 1: Place coins on the green spaces. These represent security guards. Flip each coin every round. A round is when every player has gone once. An example is, the game begins at round 1, player 1 goes, player 2 goes, and player 3 goes. All players have gone so it is player 1 turn again. Now it is round 2, before player 1 goes again. If the guards have tails, nothing happens that round. If the guards have heads, that means they are facing towards the players. If a player crosses a space that the guard is facing (the spaces adjacent to them) they will have to roll a die. If they roll a 1 or a 6 they go undetected and can move on. If they do not then they get caught and have to return to the start space.
Level 2: Take your different coins and randomly select one of them to be the correct key for the elevator. In this level no one can get to the red square until they have the corresponding key. Once the key has been randomly selected, the remaining coins will be put into their bags. The bags are shuffled then randomly put on a green space. When players land on a green space they will get the coin out of the bag. If it is the same as the elevator then they can pass through it. If not they must search for the other keys. An example of how this works is, a nickel has been randomly selected. You put a nickel (the number you put in is determined by how many players are playing, 4 nickels if 4 players) into a bag. You then put the two other coins (penny and dime) in two separate bags.
Level 3: Switches are pressed in this level to lift up the boxes on the map. A player must press the button themselves in order to traverse the level. The first switch lifts the first box the second one lifts the second etc.











