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Shandalar, The Magic Card Board Game

This is a 2-8 player board game that brings many many hours of classic MTG fun.
It's based on the old Magic Card video game, Shandalar.
The goal of the game is for one player to take over all of the castles.
Each player starts in the center village and moves one tile each turn.
You start with a very bad sealed pool, but you buy cards and win antes and complete quests to improve your deck.
Every turn you move and fight a monster of the color of the terrain you're on.
Another player temporarily controls the monster deck to play against you.

Magic Cards Included

Besides the monster decks there's also 4 of each card in the video game, except some really bad ones, and some that stall the game too much.
Some cards NOT included: Circle of Protections, Glasses of Urza, Alladin's Lamp, laces, Marsh Viper, etc.

Each card has a rarity based on how good it is, not actual MTG rarity. There is a random pile for each rarity.
Full list of cards »

Game Rules

Game Setup

  1. Take the Village tile and put it face up on the center of the table.
  2. Shuffle each pile: the random commons, the random uncommons, the random mythics, the quests, the quest prizes, the board tiles, the explore cards.
  3. Deal the board tiles face down around the village tile in a 5x7 grid.
  4. Give each player 30 random commons, and 10 random uncommons.
  5. Roll to see who goes first.
  6. Reveal a random rare for each player. Each player picks which 1 of those rares they get. In reverse turn order.
  7. Each player builds their deck. 40 card minimum, land is free.
  8. Put all players on the village tile. The first player takes their turn.

Turns

  1. If there are any adjacent board tiles that are face down, flip them face up.
  2. Draw an explore card. If you are starting your turn on an empty tile (not a village or castle), draw an extra explore card.
  3. If you're starting your turn in a town you just discovered, put in it for sale 2 rares, 3 uncommons, and 4 commons, and put a quest card in the town. Anyone who visits the town and doesn't already have a quest may take the quest.
  4. You may edit your deck if you're in a town, or a castle that you own. You may also buy/sell from the town you're in.
  5. Move 1 tile any direction, diagonal allowed.
  6. You will duel a random enemy of the color of the terrain you're travelling to. Your turn will end after this duel.

Buying and selling

You can buy and sell inside towns only, or nomad's bazaars.
When you sell a card, it goes into that town so anyone who visits there can buy it.
If you're playing with gold, you'll need each card's value printed on them.
Otherwise use rarity:
An uncommon is worth 4 commons.
A rare is worth 4 uncommons, or 16 commons.
A mythic is worth 4 rares, or 64 commons.
Cards sell for half their value, unless the town you're in states otherwise. So to buy a rare you'd have to give 2 rares, or 32 commons, or 8 uncommons.
This math is annoying so it's easier to use gold if you have each card's value printed on them.

Duels

  1. If you're traveling to a tile that has a player on it, you must duel that player instead of any enemy deck. Otherwise face a random enemy deck:
  2. When you travel to a new tile you determine the enemy you'll face by rolling a D-6.
  3. There's 5 decks of each color. You will face a deck of the color of the terrain you're traveling to.
  4. Another player that isn't busy right now uses the enemy deck to play against you.
  5. Both players shuffle and ante the top card of their deck that isn't a basic land.
  6. Before seeing your starting hand, you may pay off the enemy with 4 commons or an uncommon from your sideboard to cancel the duel. If so the enemy deck keeps those cards until someone beats it and takes those from it.
  7. You play first in duels.
  8. Latest MTG rules except there is mana burn.
  9. Starting life is 14 plus any mana links you have.
  10. The winning deck gets the ante. The player controlling the winning deck gets 4 random commons also. If the enemy wins, your ante is stored along with the enemy deck so that players can win it back.
  11. The winning player can choose to get a dungeon clue instead of the 4 commons. If so they can either look at a castle's mythics, or add 3 random mythics face down to a castle that doesn't have any, and look at them.
  12. In a tie, nobody wins and the decks keep their antes.
See rules for dungeons/castles

Also play in Tabletop Simulator

Ideally buy all the real cards and meet up to play but if you can't, all you need to play right now is these files. On Windows, drag them into your C:\Users\[username]\Documents\My Games\Tabletop Simulator\Saves\Saved Objects folder. Then in Tabletop Simulator click saved objects. Random commons Random uncommons Random rares Random mythics World tiles Dungeon tiles Dungeon entrances Dungeon dice cards Explore cards Quests Quest prizes