Bid and score boxes for up to six players across all twenty possible rounds, with the exact-bid maths printed at the bottom — plus how many rounds your player count actually plays.
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Wizard is trick-prediction distilled: each round you bid exactly how many tricks you'll take, and only exact counts pay. The sheet gives every player a bid box and a score box per round, because the bid needs to be on paper before the first card falls — that's the game.
Hit your bid exactly: 20 points plus 10 per trick bid. A successful bid of zero is worth 20; a successful bid of three is 50. Miss in either direction and you score minus 10 per trick off — taking four when you said two costs the same as taking zero.
The deck is 60 cards — a standard deck plus four Wizards and four Jesters — and every card is dealt in the final round. So three players play 20 rounds, four play 15, five play 12 and six play 10. The sheet carries all twenty rows; stop where your count stops.
A Wizard wins any trick it's played to, regardless of suit; a Jester loses every trick. Both are legal plays at any time — you never have to follow suit with them — which is what makes exact bidding possible at all: Jesters are how you dodge tricks you don't want.
What if everyone bids and the tricks don't add up? That's normal and intended — the total bids rarely equal the tricks available, and the shortfall or overage is where the scoring pain comes from.
Can you bid zero? Yes, and a made zero bid scores 20. Zero bids get harder as hands grow.