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Trial of Grandis
Trial of Grandis
by (Web published) (2010)
Player Count
2 to 4

Player Ages

Playing Time
30 minutes
  • Card Game
  • Fantasy
  • Racing
  • Print & Play
  • Designers
  • Liang Roo Wang
  • Mechanisms
  • Set Collection
  • Hand Management
  • Rating: 4.5/10 from 2 users


    It is a time of wizardry and power. In the esteemed Academia Magicas, novices from the House of Elementas shall be given their final test: Trial of Grandis. As a Chief Apprentice of your Noble House, you shall lead a quartet of novices through a maze of primordial elements on the ancient Fields of Grandis to earn your Elementor ranks and stand as honoured Magi of Magicas.

    Basic Mechanics
    - Your objective is to win as much Victory Points (VPs) as possible, while striding through each terrain square to reach the end of the field.
    - The Trial ends when all terrain squares at the finishing line are occupied.
    - Each Player begins with 5 cards in his/her hand and draws 2 extra cards at the start of turn.
    - Each Player may conduct a maximum of 3 movement/actions with his/her playing cards during a turn.
    - Each Player can hold as many cards as he/she can in hand at the end of turn, but beware of the thief.

    - There are 2 types of Cards that can be drawn from the draw deck: Scroll Cards and Action Cards.
    - Scroll Cards are used for basic movement to each terrain square (see movement)
    - Action Cards are special magic scrolls with extra spells such as VP Thief, Revive Mana and etc that can be used to your advantage.

    - The Field of Grandis is a land of power, with terrains warded by elements that bars entrance from those who do not wield them.
    - Fire, Ice, Thunder and Poison Wards of varying degrees protect each terrain.
    - To stride the fields, you must be proficient in utilizing the Elementas Scrolls (Cards) to calm the elements of each terrain.
    - You can move straight or diagonal to the adjoining square by casting your Scroll Cards according to the element and number of scrolls required. e.g. A square guarded by a Level 2 Fire Ward can only be entered by casting 2 Fire Scrolls (cards).

    Victory Points
    - The field is divided into sections, each section of terrain squares with their own VP value, ascending to the highest VP value at the finishing squares.
    - At game end, only the VP value of the terrain squares occupied by each of your Novices is accumulated.
    - VP Points can also be earned by performing the Lock Spell (see Lock Spell)
    - Player with the most accumulated VPs wins the game.

    Lock Spell
    - When 2 or more Novices move into the same terrain square, the latest Novice to arrive at the square automatically performs a Lock Spell on the Novice(s) before it.
    - Novice under the Lock Spell cannot perform any movement or action until the spell-caster moves away from the square OR the spell is broken with a Lock Breaker action card.
    - There is no limit to the number of Novices occupying a square; the last Novice to enter a square will always be the spell-caster.

    Trial of Grandis is a strategy card + board game with a minimum luck factor in drawing cards.

    Free downloadable files (print & play game board, rules of play, etc) will be available soon.

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