Mage Wars

Mage Wars
Designer(s) Bryan Pope
Publisher(s) Arcane Wonders
Players 2 - 6
Age range 8+
Playing time 90 minutes
Random chance Dice rolling
Website http://www.magewars.com/

Mage Wars is a fantasy tabletop wargame. Mage Wars was first developed in 2007 by Bryan Pope and was released in 2012 by game publisher Arcane Wonders.

Mage Wars is normally played as a battle between two Mages, although there are an additional set of rules that allow for more players. Mages are armed with a variety of powerful spells such as summoning creatures to attack, hurling lightning bolts and fireballs, and casting enchantments.

The initial game release included four mages: the Wizard (Seeker of Voltari), the Priestess of Asyra, the Beastmaster of Straywood, and the Warlock of the Arraxian Crown. Each character has its own unique strengths and weaknesses, as well as specific mage traits. After the release of its 4th expansion, there are 8 mages and 4 alternate mages to choose from.

Gameplay / Playing Mage Wars

The game starts with each player controlling a mage who has a book full of spells. The object of the game is to reduce the enemy mage's life to zero. Each round, players take turns giving one of their creatures(such as their mage) an action which can include moving on the board or attacking something. The mages may cast a prepared spell as their action. These spells can create creatures, mage equipment, enchantments and more.

At the beginning of the round, each player prepares any two spells from their spellbook. Any of these spells which are not cast get returned to the spellbook at the end of the round. Each spell costs a set number of mana, which is generated and stored by each mage.

To customize your mage's playstyle, you are encouraged to create new spellbooks which can include most spells in the game, but are limited in size.

Mage Wars Game Components

Game Board

The arena is a grid of 12 squares, with each mage starting in opposite corners. These squares are used gauge distance between objects, and to determine the range of various actions.

Range is measured orthogonally(horizontally and vertically) and never diagonally. Vision between objects can be blocked by walls.

Spellbook

Each Mage must have a spellbook, which holds all the spells he can cast during the game.

The base set comes with 2 spellbooks, and 4 types of mages: the Beastmaster, Wizard, Warlock, and Priestess. Each player chooses which Mage he wants to play as, and starts with a spellbook. Additional spellbooks can be purchased for games involving more than two players and many expansions come with 2 spellbooks.

Mage Status Board

Each player uses a Mage Status Board to keep track of his mage’s current Channeling, Damage, Life, and Mana. Small wooden cubes are included to use as trackers.

Dice

Attack Dice

Attack dice are rolled during an attack to see how much damage is scored. They are also used to roll for various effects and healing.

Each die has the sides (0,0,1,1*,2,2*) where * sides have a white starburst which signifies armour-ignoring critical damage.

12-Sided Die

The 12-sided die (1d12) is used to check for special game effects, such as:

Markers

Action Markers

Each player gets a set of action markers. Action markers are colored on one side, and white on the other. The colored side is different for each player – one player will use the red action markers, and one player will use the blue action markers.

Each creature in the game receives an action marker. Action markers are used to record when a creature takes an action each turn. The different colors are used to show which player controls each creature.

At the start of each game turn, all action markers start face up (colored side up), showing that the creatures are ready to act. After a creature acts, the action marker is turned face down (white side up) to show they are finished for the turn.

Quick Spell Action Marker

As a powerful spell-caster, Mages can cast a quick spell each turn, in addition to his normal actions. The Quick Spell Action Marker is used to show whether a Mage has cast his Quick Spell or not each turn. It is used the same way as the regular Action Markers.

Damage Markers

Damage Markers are used to record damage on creatures and objects. When an object or creature receives damage equal to or greater than its life it is destroyed (removed from the game board and placed in the discard pile).

Mana Markers

Some objects in the game, such as a conjuration spawnpoint can actually channel and store their own mana. Mana markers are used to record how much mana these objects have stored.

Guard Markers

Guard markers are placed on creatures that are ―guarding.‖ Guarding allows a creature to protect its zone from intruders.

Ready Markers

A Ready Marker is placed on a creature if it has a defense. A defense is an ability to avoid an attack, such as using a shield to block or dodging. Most defenses can only be used once per game turn—the Ready Marker is flipped over when the defense has been used for the turn.

In addition to defenses, some objects in the game may call for a ready marker to keep track of whether it has been used during a turn.

All ready markers are flipped over to the ready side during the reset markers phase.

Condition Markers

These markers represent various conditions creatures and objects can receive. For example, if a creature is stunned by a lightning bolt, a stun marker is placed on the creature. If a creature becomes corroded by acid, place one or more corrode condition markers on the creature.

Initiative Marker

The initiative marker is used to keep track of which player has the initiative that turn. The player with the initiative gets to acts first during the action stage of the game turn (see game turn below). Each turn the initiative marker is passed to the next player clockwise.

Reference Sheets

The Reference Sheet shows a detailed turn order guide and valuable information to refer to during the game.

Glossary

An in-depth alphabetical glossary is included which describes all the traits, conditions, and other game terms.

Sideboard

The Mage Wars base set comes with a variety of additional spells you can use to customize each of the included Mages. A complete list of spells is enclosed in each sideboard so that you can reassemble the spellbooks to their original state at any time.

Mages

There are four playable Mages for Mage Wars, which are representative of one or other of the factions or races that are present in the Mage Wars world setting.

In the base game, the following Mages are available:

In order of publication, the expansions introduced:

A fifth expansion, expected in 2016, will likely introduce Paladin versus Siren.

Additional Mages planned for release:

Schools of Magic in the Realm of Mage Wars

Spells belong to various schools of magic. There are 10 Schools of Magic in total: 6 major and 4 minor elemental schools. Each school is based on a different variety or type of magic, with a unique flavour and feel.

The 6 major schools are:

The 4 minor schools of elemental magic are:

Expansions

Core Spell Tome

The Core Spell Tome Expansion features the most important spells of the original game. If there are not as many copies as a player is allowed to have in his spellbook, or another player wants to have access to the same cards, this expansion provides additional cards.

Core Spell Tome 2

The Core Spell Tome 2 expansion contains 110 cards that feature additional copies of the more powerful spells in the Mage Wars base game, including higher level spells and legendary creatures. Of the 110 cards, more than seventy spells are not found in the first Core Spell Tome.

Mage Wars: Forcemaster vs. Warlord

is the first two-mage expansion set for Mage Wars, focusing on two schools of magic not emphasized in the core set: the Mind School and the War School. It introduces two brand new mages to the game, the Forcemaster and the Warlord.

Mage Wars: Conquest of Kumanjaro

This new expansion features a modified Beastmaster (Female), and a Priest (Male Priestess). This pack is unique because it has a backstory. The Johktari Beastmastress is tryng to protect her jungle from the invading nation of Westlock. The expansion includes cards to enhance all the mages, but primarily builds the nature and holy schools.

Mage Wars: Druid vs. Necromancer

This expansion features two new mages, the Druid trained in the Nature and Water School and the Necromancer trained in the Dark School. This set also features 216 spell cards along with 2 Mage spellbooks tailored to both Mages.

Mage Wars: Forged in Fire

This expansion features a modified Warlock (Female) and a modified Warlord (Dwarf). Like Conquest of Kumanjaro, this is a smaller "spell tome" expansion adding new cards and special abilities for these existing mage types, and filling out the war, earth, dark and fire schools. The new Warlord's recommended spell book requires some cards from the Forcemaster vs. Warlord expansion.

Artwork

Cover artwork was created by Craig J. Spearing. Craig graduated from the Rhode Island School of Design in 1992, illustrated children's material from 1995 to 2008, and is currently doing science fiction/fantasy illustration. He lives in Portland, Oregon.

Critiques

Tom Vasel, the co-host of The Dice Tower, said that he is "head over heels in love with Mage Wars". He deemed Mage Wars to be the fourth best game of all time in 2012 [1] and the second best game of all time in 2013.[2]

External links

Wikimedia Commons has media related to Mage Wars.

References

  1. Top 100 Games of All Time: Tom Vasel (# 10 - # 1) 2012, youtube video
  2. Top 100 Games of All Time: Tom Vasel (# 10 - # 1) 2013, youtube video
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