Ixia Magic Tabletop Game

The core game is designed for two players, featuring maps with a basic size of 6x6 tiles. However, you can expand the maps to any size, using your imagination and available table space.

You will need to download, print, and assemble the following elements using scissors and glue: props, figures, unit cards, war machines, buildings, and various terrain elements. The list of elements required for the core game is provided below.

Beta Version: The game description is currently being updated.

All props and elements for the base game are available for free download.

What do You Need to Start?

Attack Dice

Used to determine the damage dealt by each unit during attacks.

12-Sided Dice

Used to decide which player starts the game and to select artifacts from chests.

Hit Point Badges

Used to track the health of units.

Player Panel

Holds unit cards; the top position indicates "ready to move", and the bottom position indicates "moved."

  • Unit figures and cards: Humans – 1 set
  • Unit figures and cards: Orcs  – 1 set
  • Catapult – 4

Required quantity

  • House: 2
  • Forest: 2
  • Bridge: 2

Use the simple maps to start with: ___.

Preparing for Battle

  • Each map includes a scenario description and a list of required game elements.
  • For beginners, it’s recommended to choose smaller 6x6 hex maps to play the core game.
  • Players roll to determine faction choice.
  • Players cannot select the same faction.
  • Players select units within the gold limit specified by the scenario and place each unit’s card on their game panel.
  • Each army can include up to 10 units.
  • Note: Do not reveal your army composition to your opponent until the selection is complete.

Each player places a badge showing the maximum hit points on each of their units and active buildings.

Players position their units on the battlefield in the outermost accessible cells on their side, starting on the first row.

Units are placed on the first row only, in accessible cells appropriate for the unit.

If all available cells in the first row are occupied, any additional units are placed outside the field. These units can enter the field in any subsequent turn on a free cell in the first row. Entering the playing field costs all the unit’s movement points, so it may only move further on the player’s next turn.

The Battle

Players roll to determine who goes first, then alternate turns.

Each player can move their units in any order; once a unit moves, its card shifts to the “moved” position.

  • Travel Range: The number of movement points determines how many hexes a unit can move.
  • If a unit uses some of its movement points, any remaining points are lost when moving to the next unit.
  • Units cannot pass through enemy units but may pass through friendly ones.
  • Obstacles to movement include enemy units, enemy buildings, and certain landscape elements, except for some, like bridges.
  • Units can pass through captured buildings.
  • When attacking, the player rolls the attack die to calculate damage. Damage formula: (Attack + bonuses) – (Defense + bonuses).
  • Bonuses may include effects from adjacent units, artifacts, terrain features, and attack die results.
  • When a unit takes damage, replace its badge with one showing the new hit points.
  • When an enemy unit is defeated in melee, the attacker moves into its position. This move is part of the attack and costs no additional movement points. The defeated unit is removed from the battlefield, and its card is removed from the player's panel.
  • Some buildings can be captured.
  • Capturing a building allows friendly units to pass through it.
  • To capture an enemy or neutral building, a unit must be on an adjacent tile.
  • Capturing a building can be done by a unit that hasn't moved in the current turn and uses all its movement points.
  • Victory conditions are set by players before the battle begins.
  • Prepared maps indicate proposed victory conditions.
  • Common victory options include:
    • Destruction of all enemy units and buildings.
    • Capture of a defended enemy building.

Units

  • Melee Units
  • Archers
  • Cavalry
  • Flying Units
  • Giants
  • Support Units (repair, healing)
  • Artillery
  • Tanks
  • Ships

Unit Characteristics

  • Hit Points (HP): The amount of health a unit has.
  • Travel Range: The number of hexes a unit can move per turn.
  • Attack Types:
    • Melee Attack: Close-combat attack strength.
    • Ranged Attack: Attack strength from a distance.
    • Magic Attack: Attack strength using magical abilities.
  • Defense Types:
    • Melee Defense: Resistance to close-combat attacks.
    • Ranged Defense: Resistance to distant attacks.
    • Magic Defense: Resistance to magical attacks.
  • Maximum Number in the Army: The limit on how many of this unit type can be fielded simultaneously.

Special characteristics are detailed on each unit's card and further explained in the unit catalog.

Special Unit Characteristics

  • Elevation Advantage:
    • +1 to range when attacking from higher terrain.
    • -1 to attack when targeting units at a higher elevation.
  • Obstructions:
    • -1 to attack when firing through obstacles like buildings or forests.

Terrain elevation does not affect the range or damage of magic attacks.

+2 Melee Attack and +2 Melee Defense against cavalry and flying units.

Can move over obstacles but must end movement on a suitable land tile.

  • Cannot board ships.
  • Cannot enter forts, towers, or other buildings.
  • Can cross rivers and small bodies of water (1 hex) but must end movement on land.
  • Certain units provide automatic bonuses to all adjacent friendly units.
  • The effect automatically applies during the current turn to adjacent units and doesn’t consume movement points.
  • The effect applies if unit moves away before striking in this turn. 
  • Applying a magical effect uses all movement points of the casting unit.
  • The effect applies during the current turn.
  • To maintain the effect, the affected unit must act immediately after the effect is applied.
  • Can heal an adjacent friendly unit.
  • Uses all remaining movement points of the healing unit.
  • Healing does not consume the movement points of the healed unit.
  • Can repair an adjacent war machine.
  • Uses all remaining movement points of the repairing unit.
  • Repairing does not consume the movement points of the repaired unit.
  • Summoning uses all movement points of the summoning unit.
  • The summoned unit appears on the player's side of the map and can begin moving on the next turn.
  • Add the summoned unit's card to your panel upon summoning.
  • A unit cannot be summoned if all 10 unit slots are occupied.
  • Summoned units remain on the battlefield even if the summoning unit is destroyed.

Landscapes and Buildings

  • Units positioned on elevated terrain receive a +1 range bonus when attacking.
  • Attacks directed at targets on higher elevations incur a -1 penalty.
  • Features such as trees, rocks, and certain structures obstruct line of sight, imposing a -1 penalty on ranged attacks.
  • Elevated terrain can also serve as a barrier to line of sight.
  • Units can ascend to adjacent higher terrain levels.
  • Ascending without a ramp consumes all movement points.
  • Using a ramp allows normal movement point expenditure.

Units cannot perform melee attacks across different elevations unless connected by a ramp.

Water tiles are impassable for most units, except for flying units and giants, who can traverse them if they end their movement on land.

Only for obstacle buildings that can be captured: capturing a building allows friendly units to move through it.