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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.
Average Rating: 4.3 in 9 reviews
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?
This is a small little game that packs a big punch of fun. The object of the game is to capture 2 of your opponents' treasures with your wizard. Each player has two of his own tresures near his wizard's starting point.
However, every player is also armed with 7 cards. The best thing about this game is the large deck of cards provided and the multitude of unique cards that you can play. They do anything from damaging a wizard (a wizard has 15 life points), create obstacles, rotate the board, up your card capacity, or create magical artifacts.
Hunt down other players' wizards and kill them or be sneaky and steal treasure; both play styles can win the game. This is the type of game where you can never tell who will win and things are always changing. My gaming group loves this game more than any other board game we play. It has the right amount of strategy, luck and best of all, humor that blend into an excelent playing experience. The only drawback that I can find is that the Expansion sets that add a great deal to the game are almost impossible to find. Chessex is currently not making the expansions, but try looking up Tom Jolly, the games creator to get them. Get Wiz War, find the expansions, and let the madness begin!
(If you can not get the expansions, get a second copy so that you can play with more than 4 players. Metal miniatures to represent the players also add a lot to the game. Look on the Net for more reviews and FAQs for the game.)
This game always makes you think you're 1 move from winning, but nobody really knows until that last wizard carries that last chest home (through that hole in the wall that wasn't there last turn, and you really would have won if that stone didn't appear blocking your way right after that blast of water blew you up the hall...)
Get the game, the expansions, and let it roar. This game is incredible fun with 2, and outrageous with more.
Call me a sucker for games that are just plain fun. Fine with me. Wiz-War is one such game. It contains just enough strategy to be addictive, and more than enough humor to have players of all ages engaged (and trying to zap or swat each other). Great replayability. A bit of a sleeper, Wiz-War deserves a place on most gamers' shelves.
Played this several times with different people and while I will say it is not a poor game, its also not a great one that creates an addiction.
I would place games like Talisman, Fossil and Sanctuary of Thieves in the same interest level category - nice to look at, plays fine the first time, but after that, 'oh thats it?' with no urge at all to replay it, other than to see if we missed something the last time round, since these games do have fans.
In short, I would recommend that you play it first (somehow?) and then only if you do like it, and I'm sure some would, then go ahead and buy it.
Otherwise, many other super games to spend money on!
This is another among the group of games to occupy the list of 'once was really popular but now seems, well, old'.
This game was really cool back when we played [page scan/se=0834/sf=category/fi=stockall.asc/ml=20]D&D (or, the first bits of AD&D) in high school. It was fun to run around the maze playing magical miniatures. It's obvious that it's a miniatures game by the use of 'line of sight' rules. But the cards were fun and the spells could cause very unpredictable things to happen (like going blind, e.g.).
But we've played a few times since those days and it seems that the game takes longer than we had recalled. Of course, twenty years ago, a twelve-hour game seemed just about right, but nowadays a 90-minute game of mage showdown seems tedious. Maybe this game is for a much younger crowd.
It is worth noting, though, that the idea of battling opposing magicians by attempting to knock their life force down from 20 points to zero by using a bunch of variable magic spell cards seems to have been re-born into another game called [page scan/se=0534/sf=category/fi=stockall.asc/ml=20]Magic: The Gathering. I wonder if Tom Jolly gets royalties from Wizards of the Coast.