Friday, February 17, 2012

Wisest Wizard!

Welcome to the Wisest Wizard!

Introduction

Supplies Needed
Several 12 packs and 24 packs of canned beer
Several rolls of tape, preferably, duct tape
Alcohol Tolerance
Friends of local legal drinking age

Players and Game Play
The purpose of a Wisest Wizard Party is to drink and have fun.  As you drink you will construct a powerful staff from the empty cans you consume. As you progress, you gain levels that are directly associated with the number of empty cans your stick is comprised of. Only taped on empties count, never count a beer in your hand or one you taped to the top of your stick, but are still drinking from. Once reaching Level 3 the player is considered a Wizard! It is acceptable and encouraged that once becoming a Wizard, the player chooses their own Wizard name that others must refer to them by, be creative! There isn't really a winner or loser in this game, as is the case in many drinking games, but the goal is to be the most powerful wizard you can be.

Rules of the game are simple and change as the party goes on. As each participant rises in level, he will gain new skills and abilities that he can use during the party (a full description of the rules are found below). During the event, everyone at the party is subject to the Basic and Advanced Rules of the game. Failure to comply with a rule will result in extra drinks, exclusion from all the cool people at the party, or being poly-morphed into a fuzzy bunny, cute kitty, or something equally foul.

Levels/Titles

0
Foul Knave - First beer shotgunned, bonged, or chugged to reach level 1.
1-2
Beer Servant.
3-4
Wizard - Create a Power Word at level 3.
5-6
Senior Wizard - Sends lower levels for beer.
7-9
Master Wizard - White Wizard is named.
12-23
Arch-Wizard Supreme - Wizard Hat at level 12.
24+
Pillow Biter.



Basic Rules

  • The first level must be achieved by bong, shotgun, flabongo, or by drinking as fast as wizardly possible. Chug-a-lug!
  • At level 3 you become a Wizard. Hurray!
  • Beer Servants may not speak to Wizards without first being addressed by them.
  • Upon reaching the status of Wizard, one must declare his or her own unique "Power word."
  • Senior Wizards (level 5 and up) may command lesser wizards to get them a beer at any time.
  • Upon reaching level 12, a wizard receives the rank Arch-Wizard Supreme and is awarded an official Arch-Wizard Hat constructed from an empty beer box.
  • An unattended staff can be stolen by another Wizard. If stolen, the thieving Wizard may order the staff-less Wizard to take any number of drinks, up to, finishing your beer, and then must return the staff to its owner.
  • Vomiting automatically removes 1/2 of the Wizard's levels; all removed cans must be crushed and disposed of in the recycling bin. Additionally, all other wizards are allowed to look at you with contempt and disgust. Banishment is also highly likely.
  • When a Wizard's staff height exceeds the Wizard's height, something awesome happens. Only after becoming wise can Wizards understand what the awesomeness is!
  • Rule breakers will be poly-morphed, cursed, hexed, corrupted, and dealt drinks.


Advanced Rules

Power Words
At Level 3, players are awarded the rank of Wizard and must choose a Power Word to use when executing spells or powers. The Power Word can be any word, phrase, or sound that the Wizard chooses. They generally range from standard magic sounding words like "Shazam" to sexually explicit words like "Boner Toast", be creative!

Using Your Power Word
A Wizard must use his Power Word to execute all spells and powers. Failure to use his Power Word prior to doing any of the following results in extreme exhaustion, requiring the wizard to take one drink to replenish his strength. Additionally, the power or spell fails to execute.

“Thunder-Thighs Ho!  I challenge Merlin’s Merkin!” – Parry Hotter issues a challenge to Merlin’s Merkin by using her Power Word; Thunder-Thighs, Ho!”

1. Powers and Challenges
The first way is to use his Power Word to do any of the following four things, the Power Word must be said prior to: 1.) issuing challenges to other wizards, 2.) creating rules, 3.) ordering a lesser wizard to retrieve beer, or 4.) using any of his other powers not listed here.

2. Beerball Attack
Wizards may use their Power Word to cast a Beerball, similar to a Fireball, at any Wizard, forcing them to take one hearty gulp. Each wizard is limited to using his Power Word in this way only three times per target. Attempting to Beerball a target more than three times results in a Miscast of Magical Douchebaggery, which must be resolved.

3. Area of Effect - Da Wiz-Bomb! (AOE)
The third way a wizard may use his Power Word is to make EVERYONE in the same general area, (i.e. in the same room and including beer servants) take one drink. Because of its high mana cost and potential for catastrophic douchebaggery, wizards may only cast the AOE spell a maximum of three times throughout the entire party. Attempting to cast AOE more than three times results in a Miscast of Magical Douchebaggery, which must be resolved.

Resolving a Miscast of Magical Douchebaggery
Wizards harness the power of Douchebaggery to smite their foes, this is a double-edged sword, as using the powers of Douchebaggery more than is allowed can have consequences. If a wizard attempts to attack or AOE more than is allowed, and the Miscast of Magical Douchebaggery is recognized by anyone prior to the targets drinking, the casting Wizard is overcome by Douchebaggery and turned into a douche, he must take one drink for each of his intended targets. Shame!

White Wizard
The first person to reach level 7 becomes the “White Wizard” and commands special powers as described below (ties are resolved by using the Shotgun Challenge and the special rules for a White Wizard tie breaker). The White Wizard is the greatest of all the Wizards, and thus, is looked at to resolve disputes: if two Wizards cannot agree on a resolution or if no consensus is reached in a challenge, i.e., someone is being a douche, the White Wizard decides the outcome.

The Power of Rule Creation/Destruction
A Wizard who has obtained the title of White Wizard may either choose to create or destroy a rule for each level they retain the title. A Wizard can only make one choice per-level.

“Bilbong Bang’ins recently received the title of White Wizard, he used his Power Word to create a rule where everyone drinks when they utter a swear word. Bilbong retains his title by defeating all challengers and continues to advance. Upon reaching the next level he decides that, because he has such a foul mouth, he would like to destroy the “drink if you swear” rule. Instead of creating a new rule this level, his previous rule is destroyed.”

To create a rule, the White Wizard must use his Power Word and declare he is making a new rule. He then creates a new rule that is immediately applied to everyone participating, including the White Wizard. There are very few limitations to rules with the following exceptions:

  • They cannot contradict or violate a Basic or Advanced rule.
  • They cannot cause a severe violation of the Law or physical harm to someone; or a risk of harm, bodily injury, or death to someone; or cause a disturbance that would alert the local authorities.
  • The property owners/renters/responsible-adult-type-people have the right to invalidate any rules which fall under within these exceptions. The White Wizard is then allowed to create an acceptable rule in the violating rule’s place.


Outside of these exceptions, the White Wizard is free to create a rule as he likes. It is generally the job of the Wizard that created the rule to enforce it. Breaking of a rule is usually penalized by forcing the perpetrator to drink more beer, although, it could be any fitting punishment. Typically the penalty for violation needs to be stated in the rule.

If the White Wizard chooses to destroy a rule, she must use her Power Word and then pick a rule currently in play and declare it destroyed. Only rules created by White Wizards can be destroyed. Basic and Advanced rules (i.e. the rules contained in this tome) are sealed with anti-magic, and thus, are indestructible!

Feat of strength
After a White Wizard has been declared, any wizard who reaches level 7 may challenge the reigning White Wizard to a feat of strength. Wizards may only challenge once per level. A feat of strength may consist of any contest as defined by the challenging wizard. Examples of feats of strength include:
  • Rock, Paper, Scissors
  • Thumb War
  • Arm Wrestling
  • Shotgunning a Beer
  • Categories
  • Or anything that is relatively non-violent, doesn’t break many laws, or alert local authorities, be creative.



Resolving a feat of strength
If the reigning White Wizard defeats the challenger, she retains the title of White Wizard and all the powers associated with it. She then may continue to participate in feat of strength challenges from other wizards, one at a time.

If the White Wizard is defeated in a feat of strength challenge, the challenger gains the title of White Wizard and may immediately create or destroy a rule. A defeated White Wizard cannot challenge the current White Wizard to a feat of strength until they have reached the next level.

Remember, a White Wizard must accept all feat of strength challenges, so it behooves challengers to choose contests that highlight their mastery of a particular school of magic. Finally, disputes during a feat of strength challenge are resolved by a vote of all wizards, if the result is a tie vote, the White Wizard determines the winner.

Wizard Hat Construction
At Level 12 the Wizard may now wear a Wizard Hat. The Wizard Hat can be any shape but it must be constructed primarily from beer boxes.

Challenges
The Basic Challenge
Upon receiving the rank of Wizard, Wizards may use their Power Word to issue challenges to other Wizards. A Challenge may consist of any contest, similar to a feat of strength, that is agreed upon by both Wizards. Generally a wager of a certain number of drinks, cans, whatever, is placed on the Challenge. Although it's up to the Wizards involved to decide on the terms of the Challenge, it is useful to have other Wizards observe the challenge to help decide who won the Challenge if there is any debate. It can also prove to be quite entertaining. The person being challenged may decline with no penalty, other than humiliation and shame.

The Shotgun Challenge
The Shotgun Challenge may be called by using the Wizard’s Power Word. If the challenge is accepted, both participants race to shotgun a beer. The Wizard who finishes first must add both the winner’s and loser’s cans to his or her staff. The loser, of course, is required to still finish their beer.

When doing a shotgun challenge as part of a White Wizard tie-breaker, the empty cans are discarded; neither wizard adds them to their stick. The winner receives the title of White Wizard and the loser cannot challenge for the title until he has gained another level.

No comments:

Post a Comment