Wars Mage Mage Wars understandable rules of the game. Mage Wars. Board game Wars Mages: Rules

Each hereditary magazine dreams of becoming the most powerful wizard in the world, to be the master of all imaginable natural elements, a variety of creatures and possess the spells of incredible strength. Since the Warlocks and Koldunov recently appeared a great set, then competition for the right to be called "the most-most" is quite high. The best way to prove your superiority is to meet with the opponent face to face and destroy it, turning, for example, in the toad. Today, on a pink sofa - a mago estring board game "Wars of Mages".

Since the battles between the sorcerers are always carrying global cataclysms, hurricanes, tornadoes and other destruction, the competition between applicants for the title of "Mighty Magazine of All Measurements" are held in the most distant corner of the Earth. A place for fights is surrounded by a high wall made of special witchcraft stones capable of restraining the onslaught of any magic spells. From two sides of the improvised arena are the gates, through which magicians are included in the courtyard. Door's sash closes and ... What I say, now you will see everything yourself and even take part!

Inside a huge non-standard box with the game there is a convenient organizer, in the cells of which there are two magical books, a plurality of tokens, wooden chips, plastic cubes, a solid stack of cards, individual plates and arena for fights. The booklet of the Warlock will help to navigate in the intricacies of magic spells. The remaining place is useful for additional sets, which, I think, will go to the game quite regularly, devastating the wallets of fans of magical duels ...

Magic is unpredictable, so no less unpredictable cubes are used to activate spells. Five red hexagons will be useful for an opponent's attack, and the yellow twelve brand affects magical abilities and spells.

Wooden cylinders of two colors and black chips of fast spells are located on the characters cards and reflect their condition (performed the hero possible actions or not). Red and black cubes mark the magnitude of the magician on the individual tablet. Pay attention - no blue cubes (many of them are looking by opening the box). And Blue and the Red Player will come to one red marker.

On an individual tablet, three main values \u200b\u200bare indicated: the influx and number of mana, as well as the life force of the character. If you are first at the "ring", then pay attention to the tip in the lower left corner of the cardboard.

Arena is huge and occupies a significant place on the table. This is due to the fact that in each of the twelve cells there may be several cards of each of the opponents. At the corners of the arena - the release of the magicians marked with sash.

Magic books are the main distinguishing feature of the game. This beautiful accessory creates an appropriate atmosphere and allows you to use card sets with convenience, keeping your army in secret from the opponent. Stylish books for true connoisseurs of card games ...

Mages (as well as their wards) are injured during the game, they use special properties and exposed to the actions of the witchcraft spell. All this is marked by special cardboard tokens, which are located on the characters cards. What is there only no: rotting, burning, weakness and other ailments.

In the box you will find portraits of the powerful magicians of four schools and leaflets with characteristics of characters. It is noteworthy that every enchantine has its own individual properties, as well as reserves of vital and magical forces.

In addition to personal skills, a hereditary magician may call for the help of fierce creatures, create a spell, impose spells, envelop the opponent, use objects from personal equipment, as well as attack the opponent with various ball lightning and fiery jungle. Total - six types of cards that are recommended to combine with each other when attacking or in defense.

Some spells allow you to create an obstacle to four types on the field, from a impermeable fog to the wall of a sewing fire.

At this study of the components of the magic box can be considered complete, it is time to start a business ...

Enchanted sorcerer.

Necessary retreat.

This game allows the opponents to compile the individual sets with which they go to battle with the enemy. Each card has a special property with its activation conditions. Since the game is based on the properties of cards, the "war of magicians" exists only the basic rules that determine the procedure, as well as the basic principles of protection and defense. Everything else - in the hands of players and completely depends on the selected armies. During the fight, priority is given to text on the map, which can radically change even the basic rules of the game.

During the first acquaintance with War Magov, collect an army according to the table from the rules. The developers tried to balance the opposing parties, so choose any magician - each of the characters will be strong in its own way. I recommend to play a trial round, and only then move to real combat actions.

Since the player has a lot of cards, the developers have inserted two albums in a box with transparent cells. This convenient accessory will allow you to hide the army from the enemy's eyes, quickly view available reserves. Such a storage method allows you to make the necessary set of home, and, putting a booklet in your pocket, go to the tournament.

When drawing up the first dial you may encounter the fact that the text in the rules table and text on the map are very different. For example: "Thunder Hawk" is the "thunderstorm falcon." Alas, the cost of localization of a huge number of text.

After the armies are ready for battle, rivals put their magicians in the corners of the arena and mark the starting values \u200b\u200bof mana growth on the tablets, its initial number and vitality of the character. Then, a "action" of the player's colors and a black marker "Fast Spell" is placed on the mag cards. Both chips are located on a white symbol up.

Please note: Mages were originally endowed with special possibilities, so carefully read the text on the card - perhaps you will need to take the appropriate token from the reserve. Before the start of the party, the Initiative token is played out, which defines the first player. In the following rounds, this marker alternately changes the owner.

The move begins with the fact that the magician adds the number of mana specified in the first column (move the black cube along the track). Then all wooden chips on the maps of characters and creatures turn over the side with a symbol up, in a similar way, it is necessary to translate other special markers to readiness mode (previously introduced into the game).

It's time to plan actions for the current move. Rivals remove two cards from their books and put them on the table with pictures down. These are the possibilities of magicians, but some wizards exist assistants. Each such assistant can use an additional spell card in the current round.

Important note: As soon as the opponents denote the desired cards, it is impossible to change anything. In the current round, it is allowed to use only spells on the table!

The goal of the magician is to destroy the opponent with the help of magic and attack creatures. Therefore, first, it is advisable to put additional fighters on the field, which will be able to go into the attack or to surround the magician of the inaccessible wall of defense.

New creatures are placed in the same cell as their owner. At the same time, the magician must spend the action, and the creature that appears enters the readiness mode (the wooden player color marker is rooted by a down symbol). Each magician has one additional action that can be applied once to move (black marker). As soon as the main and additional actions were used, the markers turn over the side without a symbol - the creature becomes inactive.

Active creatures can move around the field on direct lines at right angles and enter into battle. It is impossible to run through the cage with a warrior of the opponent - it is necessary to stop moving. The range of attack is indicated on the card and is mainly "zero" cells. This means that the attack object should be located in one location with attacking and watching its fate "in the eye". Some characters have the opportunity to teleportation, which allows you to be freed from the spells superimposed on the being.

As I noted earlier, many creatures have special properties. This property can be activated only when the result of throwing a twelve-footed cube meets the requirements set forth on the card. Otherwise, nothing happens, and the attack is carried out according to the standard rules.

Red cubes have three values \u200b\u200b- misses (empty), hit (numeric value) and damage (number in the stars). The attacking character throws the number of hexagons specified on its card, and the attack object takes into account its protection indicators and adjusts the results.

Promach - he and in the magic world of misses, so "empty" cubes are postponed to the side. The numbers with the stars punch any protection and cause damage (place the required amount of tokens on the map). Conventional numbers add up, the result obtained is deducted from the protection of the attacked creature. All that did not swallow protection, damage damage (add tokens). As soon as the creature receives a critical number of markers, it dies and removes from the field.

Strengthen the attack can be witchcraft, which causes an additional damage to the attack object. These are a quick action cards - their effect immediately applies to the victim, and witchcraft goes into reset.

You can use witchcraft charms on your own warriors, giving them the opportunity to get away from the attack or adding the character in battle.

The magician can take a certain equipment that gives him additional features. Each item is located on the body of the magician and takes place. One part of the body can correspond to only one item. During the battle, you can also use traps, tie spells, impose spells and a lot more - it all depends on the cards that are in your booklet.

The ultimate goal of rivals is to destroy the map of the opponent's magician. Since the merges of the creatures are strong and have large life indicators, damage is taken into account on the tablet by moving the red cube. After the death of the Magian, the remaining creatures can only live to the end of the current round, which gives them a small chance to take revenge on the owner. The winner celebrates his triumph in thunder and lightning ...

Changing the opponent in fire.

Beautiful and exciting card game for two players, allowing to carry out large-scale tournaments and local competitions between fans of "Mago Wars". Many additions and hundreds of boosters will be released to the basic set, which is all the prerequisites, given the growing popularity of the game.

The design quality deserves separate praise - spectacular pictures and literary inserts of text on cards create an atmosphere of battle between real magicians. You do not just post the map from the booklet on the table, you create spells, create creatures and send them into battle. And for a successful attack, it is necessary to think through combinations, take into account the reserves and competently arrange forces on the field. Here is the place of tactics and strategies, and the preparation of sets before the next party is a separate gameplay. After all, from how much competent you calculate the strength and plan your actions on the field directly depends on the success of the battle.

I took the first acquaintance with the game at the "player". Then the trial party was played, in which certain errors were made, since we missed some points of rules. Nevertheless, I immediately like the gameplay with my idea and depth. Now, when the box with the "Mages" was in my hands and I could not hurry to "feel" mechanics, I can confidently say that the "war of the magicians" is a great future. If you are a fan of card games, then be sure to pay attention to this duel fantasy game.

Recommend "War of Mages" you can children aged from 12 years old, it was not possible to start the game, since the abundance of combinations, most likely, will not "meet" in the head of the young Maga. But the youth, as well as experienced and novice players, is at least once (and better - two) go into the arena and fight with rivals in the magic fight. It is noteworthy that to study the rules you will leave about half an hour, and for understanding the game - a few days. The developers have so much invented that it will be difficult to master the entire card material ...

By the way: this is an excellent tournament game. Rivals can make up their booklets using cards from supplements, and then surprise the opponent with an unimaginable combo sweeping all on its path. In a word - risk and enjoy the game!

"Wars of Mages" - a cult board for tactical planning lovers, subtle analysis and thoughtful actions with the calculation of the upcoming consequences. The project combines strategic gaming mechanics and atmospheric interface worked out by professional artists.

The plot line of the board game "War Mages" unfolds on an unusual arena, where magicians, magicians, priests and druids are fighting instead of familiar knights and gladiators.

Huge fabulous universe, filled with many unknown secrets and secrets!

Prestigious awards and nominations

  • 2013 Golden Geek Award - Nominee in categories Best game for two players and best card game
  • 2013 International Gamers Award - Nominee in category Best strategy for two players
  • 2013 Origins Awards./ Day in the USA - Nominee

Features of game mechanics

Despite the numerous selection of heroes, only two players can take part in the game process, which is in some ways non-standard for this kind of games. Each character has its own magic scales, individual features and a battle strategy that is controlled by the book of spells. For one batch, each player can collect up to 40 spell cards, which provides excessively wide tactical capabilities.

In addition to attacking spells, some of the magicians have the ability of consciousness creatures that can be directly involved in battles. Also in the game there are various curses, blessings and random spells that can bring both harm and benefit at the same time.

Video review of the Board Games Wars Mages

More couple facts

To players it was more convenient to track existing spells, the developers have provided special game albums with cells for cards. Non-standard addition to a pleasant way simplifies the game and gives it a certain atmosphere of the seriousness of what is happening.

Studio publisher of an unusual magical universe and to this day did not stop supporting the board game. Until now, on the official website, there are presentations of various additions and extensions for the game "War of Mages", making each battle many times more difficult and more interesting.

Who will like

Due to the abundance of game content, the role-playing game refers to the average level of difficulty, so in the process of passing, even an experienced player will often need to pry into the brochure with game rules.

For a greater extent, the game was created for an adult audience, but also for children after 14 years she will not like much.

The audience froze in anticipation, the air over the arena seemed to be so tense that it could be cut with a knife. Opponents went face to face. Battle of Mages began ...

This is not the first romance strings. Nika Perumovova, and board game Wars Mages! Forget baby wrapping by magic chopsticks, on the cardboard arena Wars mages Players have to meet with the forces much more powerful. Ready to command forest animals and demons from the underworld? And what about the ability to smash the enemy with the waves of fire, while there is no handful of ashes? Ready? Then begin!

And the magicians who?

Wars Mages - Tactical Live Card game, where two, and maybe three, or four participants take on the role of various adepts of magical schools. Players are invited to choose a character from the list of classes, quite familiar to such games:

  1. Host of animals. He commands various animals, koi in the starting deck abundantly, and can increase them in various ways.
  2. Priestess. As usual, a specialist in cure, to the aid of which all sorts of holy knights, angels, archangels and grandparents come to the battle.
  3. Witch, hard hand holding on a refractory leash of various demons of the underworld and not bending all kinds of vampiro-vurdalaksky help and curses.
  4. Wizard. One of the most difficult for the development of classes is able to manipulate other people's creatures and mana. And with the right mana management, in general, to configure the entire opponent's game against him.

Infinite battles in the fantasy world

Wars Mages - The game is not for beginners in the world of board games, about which, although indirectly, you can judge 52 pages of the rules, but in the course of preparing for it, the game is mastered pretty quickly. In addition to all, the first rows of the rules say: "Spells work exactly as, in your opinion, they would have to work, and the effects that they create are supected common sense."

In general, sort out the device Wars Mages It will be enough simple, the main thing is to be able to reason. Game mechanics will seem familiar to lovers Magic: The Gathering or Preston Card Game : Call and conquer, as well as shivering an enemy by spells and arrange traps.

The number of livestock and spells, even in the basic version of the game, is so much that its high reegarity is not questioned. The same can be said about the possibility of combining spells belonging to various classes. For example, you can easily assemble the team from demons and archangels, bravo supporting each other. Such a magician will receive a specific penalty when collecting a deck, but the result may be worth it.

The gameplay from the round to the round is noticeably accelerated, partly due to the fact that the possibilities and actions of the players are quite cyclical and remembered from the second round, and partly due to the rapid flow of spells (this is again to the question of the combine component of the game), then How to choose each subsequent becomes easier.

Each round consists of two stages: preparation and actions. At the first stage, players fill the mana reserves, prepare spells on a new round and play already available bonuses and penalties. Among such fines, for example, there may be a burning of your being. Let's say, your tropical fox can continue to burn for several rounds, if the imp-arsonist was with her especially cruel, and when his attack on the cube effects, the corresponding result fell.

In the second stage of the round, fighting beings and throwing spells either in them or each other. Of course, this is the most pleasant part of the game :) I am giving way to it except the process of choosing the next spell, which is a special sacrament.

What's in the box?!

Among distinctive features Wars mageswho give the game an extraordinary charm, separately want to celebrate two books of spells that are included. Players will have to be filled with suitable cards, and in the process of the game Introductors, and maybe violently, overclock your books in search, say, Adramele, Lord of Fire. This is a separate pleasure, believe :)

The game components are made quite efficiently: a dense cardboard with a field and tokens, engraving in cubes, and spell books reliably protect cards from abrasion. The organizer inside the box is designed for additional cards, which in additions are already abuse. Fantasy game design is quite pleasant and made at the level of cards from Magic: The Gathering What can not be said about the fonts on the maps and in the rules. They spoil the overall pleasant impression that, however, no way affects the gameplay.

Table game

Player
2

Party time
From 60 to 120 minutes

The complexity of the game
Complex

- Epic battle of two magicians. You have a chance to become one of them.

Two powerful magicians appear in the arena, a huge crowd of observers instantly subsides. Announcement of opponents began, at that moment they appreciate each other and it becomes scary from their piercing views. The battle will end only if one of the magicians falls on the old plates of the arena defeated. Very soon the loud signal will sound, meaning that the battle began. In the hands of the magicians tightly hold books with unique spells, they concentrate closing their eyes and thinking in the head, as the battle is passed and what to use the first to be applied. And what if you are one of the magicians? Imagine yourself at this place! Are you enough wise and strong, in order to get out of your opponent, until he got to you?

On the board game of war Mages

"Magic Wars" - a fascinating desktop card game about duels of magicians, magic and spells. Two student of different magic schools face the arena, this contest will help determine whose witchcraft power is more powerful. There are whole four schools of magic: the host of animals manage nature and can call any animal, and then put it with strong spells with the help of magic; Priests use the magic of divine light that can heal and protect; The sorcerers use the ancient magic of darkness, their strength in the curses and appeal of terrible demons; Wizards have cunning magic and can redirect or cancel the spell of their opponent, in addition to the additives.

Hard battle ahead, but the winner was only surviving in this struggle. Now imagine yourself to the magician - decide on the battle strategy, consider the spell system that will protect you and overcome the enemy, allowing it to destroy. Take your ancient spells book in your hands and your favorite powerful rod. Soon the duel will begin, get ready for the release of the magic arena!

Board game Wars Mages: Rules

The game "War Mages" has a round system that lasts until one of the battle magicians will be destroyed by receiving a large number of damage. First of all, players begin to pass through all phases of the preparation stage, they are in terms of the distribution of the Initiative tokens, the acquisition of the necessary manana reserve and activation of spells, maintain or dispel the old spells and choosing from the book of a new spell. The following is the step of actions, in it, players move, attack or choose other actions in the order of queue. The game is done until the winner is detected.

Who has won?

Destroy another magician and protect yourself - here is your goal! That of the magicians who remained standing on the legs last - wins.