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Wiz-War Malefic Curses expansion


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#21 Julia

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Posted 01 February 2014 - 04:52 AM

I haven't played 5-player games so far, but I played consistently the expansion (was in the beta tester team, so I've been lucky enough to play this a lot). The new expansion adds depth to the game, allowing greater defensive strategies through the use of hexcraft and also has a huge damaging potential: strategic options that create good interactions between board and wizards are added. As for elimination: I think you won't see too many early eliminations (there are quite a few spells allowing you to counter and teleport away, for instance). Generally speaking, the new spells interact consistently with movement, allowing many and different paths to be followed, and this should grant some shortcuts to avoid tag-teaming against the same wizard.


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#22 Zozimus

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Posted 05 February 2014 - 09:32 PM

I'll be test driving this expansion in a week....any advice before I play?


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#23 Julia

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Posted 06 February 2014 - 04:42 AM

Sure! Play some games with a deck with just the 3 new schools and the White Cantrips in. They play very well together, and you'll see some nifty interactions (and some melting faces).

 

Depending on the number of players you have in the mix, you could consider playing with this optional rule: points needed to win for 2p and 3p games: 2; for 4p and 5p games: 3. Otherwise it could be really easy to have somebody exploiting a wizard merely surviving another wizard's attack and score an easy victory.

 

If this doesn't spoil the fun for you, you could also consider giving the new cards a look. Not to have an advantage over your fellow wizards, but just to be sure you're familiar with some of the new interactions. Some spells have multiple effect (like: attacking for damage + teleport) and counterspells have multiple effects as well, so some interactions can be difficult to rule if you don't know what's going on (clearly, you can discover everything by playing; I believe wording is really accurate on expansion cards. I'm just saying it could help if the group is not so experienced).

 

Remember the following rule: a counterspell is triggered immediately as a certain condition is met. In case the attack spell has different effects and the counter triggers for the first one, you resolve entirely the counter and then the attack spell resumes. Allow me to make an example to have this clarified.

- Wizard A casts an attack spell at Wizard B. The attack induces X damage and then allows the attacking Wizard to move Wizard B according to his will

- Wizard B casts a counter, triggered by a "when taking damage" condition, cancelling some of the damage and teleporting in a random direction

You resolve this according to the following:

a) you determine the damage for Wizard A's attack

b) the counter is triggered, and part of the damage is healed

c) the counter must be fully resolved, so Wizard B teleports in a random direction

d) the attack spells resumes, and now Wizard A can move Wizard B like a puppet (hence, you can move him over the same square more than once, potentially triggering hexes or other nasty stuff)

 

And let me know if you have any doubts on cards and rules, I'll gladly try to help :)


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#24 SolennelBern

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Posted 04 March 2014 - 12:55 PM

Is this a must have for mostly 2-player games? Does this bring some nifty new funny stuff?



#25 Julia

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Posted 04 March 2014 - 03:21 PM

I think so. It adds a lot to the strategic value of the game, with several spells allowing you to enhance the board in the most different ways. Plus, core game was somehow washed down by too many energy cards and counter; here you have many more options to consider, and the "hit and run" tactics that often worked in 2p games with the core set now is much more difficult to realize. During the playtesting session, we played something like 20 2p games, and we always had fun :)


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#26 rugal

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Posted 13 March 2014 - 04:18 AM

I also tested the expansion too about ten games, and I must admit it's really good, even if i'm a bit surprised.

 

hexes are a good addition, chaos is surprisingly really fun, and no boring at all.

now, creatures are next willing step



#27 Julia

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Posted 13 March 2014 - 04:51 AM

Let's hope it's not too a long wait!


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#28 Jorli584

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Posted 23 March 2014 - 08:47 PM

A cool feature (in my opinion) for an expansion in Wizwars would be the following:

 

When a player is eliminated, it is not game over for that player ... because a new element called Ghost Mode is activated.

- Yes, the Mage is dead and his spells belong to another (if someone else killed him) and he can no longer score victory points ... but he can "haunt" the living players on the board ... as a Ghost.

 

Basically there will be rules for ghost movement and ghosts can do different things that affect the game and the ghost can grow in power to cause living players a bit of grief. There will be a card deck for the ghost to get cards from and rules for how the ghost can obtain new ghost action/ability/spell/manifestation cards. The ghost may even be able to gather enough "ghost power" to be able to resurrect as his former Mage if the appropriate conditions are met. For example if the ghost would be able to get his former treasures back to their original spot and he could move his ghost to his home square and he has a cdertain ability, then he would resurrect.

 

This expansion feature would allow eliminated players to still have interaction in the game and not feel completely left out. It could increase the fun and extend/increase the gameplay experience.

 

For now this is just an idea that I think would be cool to develop.


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