A Coptic Wizard’s Hoard

Temseu Skordon Awaits

Recruit villagers with 23 points of willpower, or recruit your own rival's factional leader...

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The battle for Temseu Skordon

Civil war and strife have seized the village of Temseu Skordon, in central Egypt. Two Christian wizards, Patoris and Papnouthis, are versed in the old spells of the pagan gods. They merge these rites with new words of power to invoke the one true God and His angels. Both men use their magic to win the villagers to their side, to control the future of Temseu Skordon.

Patoris, descendant of the last of the village’s Isis priests, has bent the mind of Sarapion the Headman to his will, and holds him tight with false promises of raising his first son, now dead.

Papnouthis, Sarapion’s other son and forsaken heir, casts his power behind the priest, Apa Nochis. He seeks new allies to seize his father’s property and power for his own.

Violence looms as the canals run dry and the harvests fail. Only one of these two wizards can win the battle for Temseu Skordon.

Playtest edition · Some spell restrictions and timing rules are provisional. Read the digital rules.

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Original card

How to play

Roll initiative with the visible dice control. On your turn, select an attack spell, select a highlighted villager, then cast. After any defense is chosen, click the dice control to resolve the attack. The result remains visible before play continues.

Roll 2d6 plus spell strength against 2d6 plus the target’s willpower. Their owner can add a suitable counterspell. Ties change nothing.

A success recruits a neutral villager; a rival’s client returns to the village first. Used spells return underneath their caster’s own draw deck.

Both wizards begin with one revealed opening spell. That spell does not replace the first-turn draw. At the start of every turn—including your first—click the Draw button beside your face-down stack to reveal one spell per client (at least one). Drawing must be completed before other turn actions. Unused spells stay available.

Win with 23 willpower or by recruiting your rival’s original leader from the village. Initiative is rolled again each round.

Against the computer, every computer action pauses with a description. Click Continue when you are ready to see it happen. Dice rolls always wait for you to click. This playtest uses provisional spell roles and counterspell matches; selecting a spell explains its digital restrictions.

Full playtest rules