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A game of the supernatural, by Chris Elliott & Richard Edwards

Outside the thin circle of salt stood a nightmare. A will start as the Demon. The Demon player takes the
huge bony tail lashed to and fro across the floor, leav- eight Planet counters and the Wizard takes the eight
ing a trail of sparks, and the claws on the hind legs Alchemical counters. Before you start playing ensure
gouged deep scratches in the flagstones. For a moment both players have read the rules from start to finish so
it rested on one taloned paw, while its head swung they have at least some idea of what is going on!
from side to side and murderous eyes stared at the
figure inside the floe pointed star. Then its gaze shifted THE COUNTERS
to the one tripod which remained of those that stood Counters
at the five points, its contents still hidden by glowing Element Colour Planets Alchemical
mist. A clawed finger stabbed out, and traced a figure Fire Red Sun Candle
of fire which hung in the air for a moment before Mars Blood
hurtling into the mist. As it reached the tripod, there Air Blue Mercury Quicksilver
was a sudden rush of wind. The symbol flared into Jupiter Heart
incandescent brightness and then hung in the air Water Green Venus Holy Water
above the tripod. With a snarl of triumph, the horror Moon Egg
contemptuously swept aside the lines of salt on the Earth Brown Earth Stone
floor, and reached out for the figure inside . . . Saturn Flesh
It was a matter of regret to some in the profession of
This is a brief summary of each round of the game:
Magic that the awesome struggle of a wizard to sum-
The Wizard goes first, laying all his counters face down
mon and bind a demon had ever become the subject
on the points of the pentagram and on the circles in
of anything as trivial asa gambling game. Be that as it
the triangle. These represent the material components
may, the game of Sorcerer’s Hazard, or Demondare as
it was popularly known, seemed to hold a special of the spell intended to bind the demon that are plac-
fascination for magicians, with its combination of luck ed in the tripods at these points, and which form the
and logic. And when even the Archmage himself had wizard’s defences. The Demon then plays its counters
been known to indulge in a small wager who were one at a time, in an effort to counteract the wizard’s
lesser mortals to turn their noses up at a few turns for defences. There is only one rule, and it is a simple one.
the usual stakes?
THE RULE
INTRODUCTION No opposing elements may be placed on the same line
The rules which follow are for the popular two-player by the Wizard.
version of the game, as played in Sorcerer’s Guilds
across all three continents. As it is a gambling game, There, we said it was simple, didn’t we? Opposing
it is played in a number of rounds, each of which con- elements are those directly opposite each other in the
sists of one challenge. During a challenge, one player diagram on the board (i.e. Fire and Water, Earth and Air).
tries to break out of a magical circle and break the For example, the Wizard can’t lay down Blood and Holy
defences of the second player’s circle using powerful Water on two of the points of the triangle.
spells, symbolised in the game by magical signs.
THE WIZARD SETS UP
The game consists of a board marked with a triangle Before he gets down to the very serious job of sum-
within a circle, which is where the demon materialises; moning up his Demon, the Wizard must first of all
a pentagram within a circle, which is where the wizard prepare his defences. The Wizard should first of all
stands, and 16 counters representing four of each of
secretly choose an element – such as Fire, for example.
the four magical elements (Air, Earth, Fire and Water).
He then places two Fire counters face down on the
STARTING PLAY circles surrounding the triangle, without revealing them
Before you start playing you should remove the centre to his opponent. This leaves one corner empty.
pages, glue them to some card to keep them stiff, and Because of the rule about not having opposite
then cut out the playing pieces. Decide how many
elements on the same line, he is obviously limited to
rounds you are going to play for. Before you start the
only two of his three remaining elements to fill the re-
first game you must agree on the number of rounds that
maining space. In our example, the Wizard can only
will be played. The wizards of the Sorcerer’s Guild
play an Earth or Air piece; let’s say he chooses Earth.
usually went to eight rounds, though games sometimes
went up to a hundred rounds if there was a lot of gold This now leaves our Wizard with two complete sets
coinage or prestige riding on the outcome! You should of elements, and one set with only one element. This
find that eight or ten are sufficient to determine who odd element is the `keystone’ to the pentagram (the
is the better player; always ensure that the number of
larger circle). He must place this remaining element on
rounds to be played is an even number.
one of the points of the pentagram just inside the cir-
Next decide who will start as the Wizard, and who cle. He then places the remaining two elements on

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adjoining points, and finally the other two points STRIKING A BLOW
leading from the odd one. So, for example, our Wizard If an element is attacked by a second one (by the
places the remaining Earth on one point, then (mov- Demon platting an element next to it), one of four
ing clockwise around the board) an Air, the two Waters, things can occur. It may be destroyed, it may destroy
and the other Air. Have a look at the pretty example the second element, they may mutually destroy each
drawings and you’ll see what we mean! other, or nothing may happen.
Now the Wizard thinks he’s prepared. Let’s bring The diagram on the gameboard shows how this is
on the Demon! resolved:
ENTER THE DEMON! Both the same element – nothing happens.
There’s a nasty rumbling noise, a faint smell of
Second element has arrow from it – second ele-
something very disgusting, all the candles go out, and
ment wins.
all of a sudden there’s a ten-foot scaly thing in the mid-
dle of the triangle! The Demon player begins within First element has arrow from it – first element
the confines of this triangle, and must attack all three wins.
points before moving on to blast his way inside the pen-
tagram and win (in real life this would be accomplish- Opposite elements – both are destroyed.
ed by eating the wizard!). Note that there is no ‘superior’ element, as each is
The Demon attacks by laying pieces alongside those defeated by another. Therefore you’ll quickly find that
laid by the Wizard, and revealing the two symbols to there is no ‘surefire’ method of success, and that win-
see which has won. The first counter played by the ning requires luck as well as logic.
Demon must be a guess (mind reading is considered
bad form amongst Diabological players), but from then
SCORING POINTS
on a clever Demon player should be able to use logic For every counter that destroys one of the wizard’s
to increase his chance of scoring points. counters, the demon scores 1 point. For every counter
that destroys one of the demons, the wizard scores 1
Please remember that the Demon player doesn’t point. No points are scored by either player if nothing
have to follow the same rule of not having opposite happens, or the counters destroy each other. When all
elements on the same line. the demons counters have been played, the players note
their scores and reverse roles. The wizard player
Hint for the Demon player: Once the triangle has
becomes the demon player, and vice versa.
been broken, the keystone to the pentagram is the weak
point, since finding that will reveal the orientation of WINNING THE GAME
the pentagram. There are 5 possible positions for it; Once all the agreed number of rounds have been
try and locate the keystone as quickly as possible in
played, the player with the most points is the winner!
order to score the highest points.
And that’s all there is to it!

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