NEM THE ONLINE TABLETOP

The wizard’s reference

This is a shared tabletop: read the printed cards and resolve their costs and effects together. Actions can happen outside your turn; the turn marker is a reminder.

Prepare the table

Official play recommends 3–6 wizards; this table also supports two. Defeat the other wizards to win. The host chooses the first player (traditionally the eldest), and seats follow joining order. Setup deals five cards, 10 health and zero mana to everyone. Events drawn during setup are discarded and replaced.

During your turn

  1. Refill your hand to its limit, normally five. Update your limit manually when a card changes it.
  2. Play, equip, discard or exchange any number of cards. Pay printed costs, speak the incantation and agree on a target. Targets can include the caster. Defensive spells can be played at any time.
  3. Use End Turn to move the marker clockwise, skipping eliminated players.

Cards on the table

Play reveals a card and leaves it face up until you discard it after resolving it. Equip keeps artifacts and other ongoing cards in front of you. Activate announces an equipped card’s use; discard it separately if its text requires that. Drawing an event reveals it centrally and draws a replacement. The host discards expired or resolved events. An empty deck reshuffles discards; if nothing remains, drawing stops.

Mana, health and exchanges

Gain 3 mana is a neutral shortcut. Your group can use a potion or another agreed challenge, and adjust the amount. Mana has no individual limit; health is capped at 10. Handle the shared crystal pool yourselves.

To exchange a card: discard it, subtract the exchange cost with your mana controls, then draw. Your first exchange each turn costs 1 mana, the second 2, then 3, and so on. Reset this count on your next turn.

If forced to discard from an empty hand, lose 1 mana instead. If you lack required mana, replenish it as agreed or lose health equal to the shortage. All costs, targets, effects, steals and hand swaps are resolved by the players; this edition does not automate individual card effects.

Elimination and victory

Zero health highlights your seat; mark yourself eliminated explicitly when you have no health or cannot continue. The last wizard remaining wins. The host selects the winner and completes the game. Counters and card movement stop when the game is complete.

Team variants, astral conjunction, enforced timing and crystal-pool accounting are outside this edition. Rooms are kept in memory and disappear after everyone has been disconnected for an hour, or when the server restarts.

Based on the supplied Not Enough Mana Print & Play manual. Game concept: Paweł Piskorski. Artwork and game © SUPERHOTEX sp. z o.o. This is an unofficial tabletop adaptation.

A gathering of questionable wizards

Not enough
mana.

A little magic. A little mayhem.
Your friends, one shared table.

2–6 playersPrivate handsPlay together, anywhere

Official recommendation: 3–6 wizards.
Read the cards, resolve the magic yourselves.

Summon your circle

Take a seat.

or join your friends

No accounts. Share a code and begin.

Unofficial adaptation · Print & Play artwork © SUPERHOTEX · Game concept by Paweł Piskorski