Fantasy Flight Edition
List Price: $49.95
Your Price: $39.99
(Worth 3,999 Funagain Points!)
from 9 customer reviews
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Wizards wage no-spells-barred magical duels deep in an underground labyrinth in Wiz-War. This classic board game of magical mayhem for 2-4 players pits players’ wizards against each other in a stupendous struggle for magical mastery. Win by stealing other wizards’ treasures and hauling them back to your base, or just score points by blasting the other wizards. The last wizard standing always wins.
Created by Tom Jolly in 1983, Wiz-War has delighted players for decades with its light tone and fast, imaginative play. Now Fantasy Flight Games brings Wiz-War back, better than ever!
Staying true to the spirit of the game that has entertained players for years, as well inspiring an entire genre of games, Wiz-War caters to the imagination and the funny bone. Casting an enriched array of spells, your wizards race through an underground maze, avoiding fireballs, werewolves, and psychic storms. Subtle game enhancements by Kevin Wilson and Tom Jolly promote faster play and clarify card effects.
I've played this game only twice but feel a review at this time is alright because I don't think my opinion will change about it that much. It is a great game! Basically it is a game of magical combat between 2-4 wizards in a labyrinth. The game is very card-driven with all types of sorcery cards that you can use to attack your opponent(s) or improve your own situation and so on. You only have a hand limit of 7 cards and this includes cards that you have laid down in front of you for temporary or permanent effects. This means that you have to make decisions to get rid of certain cards so that you can draw more ones(you only get to draw a total of two new cards). There is an amount of luck in the game but your choice of cards to keep and discard and how you maneuver your wizard in the labyrinth keeps the game strategic enough for most players. I thoroughly enjoyed this game and havent even tried to use cards from three other possible schools of cards that you can choose from! Well worth the wait for the Fantasy Flight edition to come out!
The best thing about Wiz-War is that, at its core, it is funny. I mean, you can cast a spell that renders your opponent helpless for several rounds, in a stupifyingly silly way! In what game can you actually neutralize your opponent by making him your 'Buddy' (he can't attack you unless you attack him first)?
The variety of cards (shown a popular concept by the multiple expansion sets and the blank cards provided that invite you to make up your own) is just testament that the game is not so much about strategic elegance as it is about upredictable sillyness.
And for that, it is a great game.
In Wiz-War, players are wizards battling each other for possession of treasures in a labyrinth made of stone walls and wooden doors. While attempting to steal their opponents' treasures, they must defend their own by magically creating and removing obstacles (including monsters), using magic items, and even directly attacking one another.
Imagination, direct player interaction, and high replay value make Wiz-War a sure bet for fun. Blank cards are also included (and Chessex sells more) so that you can add your own spells. That means the variety need never run out.
Wiz-War has gone through several editions, now licensed to Chessex, and two compatible expansions by game designer Tom Jolly are both sold out and out of print.
The Classic Edition is possibly the last reprint of the game compatible with with earlier editions and expansions--that is, with spell cards printed from the same stock and pattern. It also includes a few improvements on earlier versions (e.g., 'Buddy' is now an attack).
A future edition is planned including favorite spells from some of those expansions. Meanwhile, the Classic Edition belongs on everybody's game shelf. It isn't a perfect game, but how can I give fewer than 5 stars to something I've played about 300 times?