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Come to our store on 1½ Whip-Ma-Whop-Ma-Gate, York and play more games....


Started by fatolaf, December 21, 2011, 02:57:17 pm

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Available to pre-order now on the store

A Classic 80's boardgame gets the FFG update treatment, looks really fun, out early 2012

QuoteMighty mages navigate an underground maze in Wiz-War, the board game of magical mayhem for 2-4 players.

Wiz-War lets you pit your wits against other wily wizards as you seek to steal their treasures before they steal yours. In our last preview, we explored the secrets of the various spells you can cast and the seven schools of magic to which they belong. Today, we muse upon the maze itself and the myriad manners by which you may either race its halls or manipulate its walls.

Wizards and walls

Wiz-War comes with four double-sided sector boards with which players create the game's subterranean labyrinth. The standard game uses the A side of these sectors, which have been revised from the 1980s classic to better balance the game, but fans of the original can flip the sectors to their B sides to enjoy the classic layout.

QuoteAt the center of each sector lies a home base square, in which a wizard begins play. From these runic circles, your wizard must stalk the subterranean halls for signs of enemy treasure. During your race to steal your opponents' treasures, you can cast spells and expend energy to both advance your efforts and hinder your foes.

Each round features a Move and Cast phase wherein your splendiferous spellcasters speed through the hallways and wield mighty magics. During this phase, you may move up to your speed and cast as many neutral spells as you have available to you, but only one attack spell (against an opponent or an object). It's possible to move both before and after casting spells, so long as you have movement points remaining.

In most cases, a wizard may move up to three spaces, but wizards are clever and have ways to cheat the standard rules. You may expend energy to move extra spaces up to the value of the energy card discarded, or you may transform into some creature with a greater rate of movement. Furthermore, wizards are often impatient, and many view walls as impediments only to those without enough magical might to blast them to bits. Apart from the outer walls of the map, each wall and door can be forced. It's even possible to sling spells that rotate entire sectors of the labyrinth!

QuoteSkulking about

With a maze this dynamic, it doesn't hurt to reinforce the obstacles obstructing your opponent's avenues of approach to your most tempting treasures. A number of spells allow you to invent impediments–walls, rosebushes, and more–that can slow or stall your rivals.

As you navigate the maze, you may catch sight of your foes, and they may catch sight of you. Not only can walls slow your opponent's approach, they can block line of sight and protect you from devastating volleys of lightning bolts and fireballs.

So take heed, young mages! The time has come to start preparing yourselves for the challenges ahead. There are spells to learn and gestures to practice. You'll need a quick and nimble mind to adapt to the dynamic maze and its many dangers. After all, you can't get lost if you want to win the Wiz-War.