How to play Seeker of Spells @TripleSGames
How to play Seeker of Spells  @TripleSGames
Uploaded September 2026 | Updated September 2026, 1 week ago
Learn the rules to the board game Seeker of Spells quickly and concisely - This video has no distractions, just the rules.

Don't own the game? Buy it here:
amazon.com/dp/B0GK4VCLJY?maas=maas_adg_551C490CF67074298B92C8345996B29E_afap_abs&ref_=aa_maas&tag=maas

boardgamegeek.com/boardgame/465254/seeker-of-spells

RULES:
The object of the game is to earn the most points from spellbooks and unplayed spell cards when the game ends. The game ends when there is only 1 red spellbook still on the board or when one player reaches their spell stack limit, which is the number of spellbooks you may physically stack on top of each other. In a 2-player game, the maximum spellstack is 20, while in a 3-4 player game it is 15.

Shuffle the tiles and place them randomly in a 4 by 4 grid, making sure no wizards will start on portals. Experienced players may set up tiles in a different rectangular configuration if they want. Give each player an aid card, a set of direction cards, and 2 wizards of the same color. Each player places one of their wizards on the outside corner square closest to them and the other on the furthest of the 4 central squares from their corner. Use all the spellbooks in a 2-player game, otherwise remove the following tokens based on player count and return them to the box.

Mix up the remaining spellbooks and place them randomly, cover side up, in every empty square on the board. Place 1 direction marker card on each of the 4 sides of the board indication North, East, South, and West. Shuffle the spell cards and place the deck facedown to the side. Pick a player to go first and give them the first player token.

To begin each round, every player simultaneously picks one of their movement direction cards and places it facedown in front of them. Once everyone is ready, everyone reveals their cards. Then, beginning with the first player and proceeding clockwise, each player moves both of their wizards in their played direction. You must move each of your wizards one at a time, in either order.

When moving, your wizard travels in a straight line until it reaches the first non-empty square or barrier blocking them. The edges of the board are magical, allowing your wizard to wrap around to the other side and continue in their movement in its current direction. If your wizard moves into your other wizard, ignore it and continue moving as if it wasn’t there. If it moves into an opponent’s wizard it stops.

Fixed barriers are stone walls and stop your wizard’s movement, while reflecting barriers are like mirrors and bounce your wizard off it in the opposite direction, allowing it to continue moving until it reaches a non-empty square or barrier. If ever your wizard is stuck in an infinite loop, then stop it at any empty square of your choice.

Portals allow a wizard to teleport across the board. To do so, the portal must be uncovered. If you move to an uncovered portal, then you must teleport to the other portal of the same color and continue your movement in the same direction. If there is a spellbook on the receiving side of the portal, then stop moving and collect it. If you start your turn on a portal, you can choose whether or not to use it.

When your wizard lands on a square containing a spellbook, then take that spellbook and put it in front of you, creating a stack, with each new spellbook placed on top. Whenever you take a purple spellbook, draw the top spell card from the deck. Whenever you take a blue spellbook, then your opponent with the fewest spellbooks draws a spell card. If it is a tie for who has the fewest, then you decide which of the tied players draws.

If your wizard lands on a square occupied by an opponent’s wizard, you steal the top spellbook from their stack. If another player is on the receiving side of a portal you are moving through, you still move through the portal but stop on the other side and steal one spellbook from that player. If you move to a square containing multiple wizards, then you steal the top spellbook from each of them in whatever order you want. When you steal a spellbook, no spell cards are drawn. BUT, whenever someone steals a spellbook from you, you get to draw 1 spell card. If you start your turn on the same square as an opponent’s wizard, you do not steal from them, you only steal when moving onto them.

Spell cards say what they do and when they can be used. You are allowed to play multiple spell cards on the same turn if you want and are able. Each of your wizards can only move once each turn, so keep that in mind when using spell cards. After playing a spell card, discard it. If the spell card deck runs out of cards, shuffle the discard into a new deck. If the discard and draw deck are empty when you need to draw, then no spell card can be gained. At the end of the game, each unplayed spell card still in your hand is worth points based on the number in its top left...
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How to play Seeker of Spells

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