Wars Mages board game Theft Char. Board game Magovy Wars (Mage Wars). The eternal question, whether the game of war Mages

Wars Mages - a board game about the wars of mighty mages with each other in the deadly battle in the arena.

Each magician uses its own deck - a fully customizable spell book to achieve full victory over its opponent. Call mighty creatures under your control; Use powerful spells and spells to attack the enemy and disrupt its plans; Epic Weapons, Armor and Secret Artifacts - All this and much more waiting for you in the Mage Wars arena!

Wars Mages It is a tactical board game. The game is underway on the board arena, the game is divided into square areas, called "zones", which regulate the movement and placement of objects. Each magician (player) begins the game in the corner of the Arena, opposite his enemy.

Each player holds the spell book - this is a feeling that you are a real magician, turn the pages of your Magic Tom, planning your strategy of each course. The score system allows you to choose the most powerful spells and spells outside the school preparation for more points. You have full access to the creation of any spell, which opens access to a rich strategy and tactics. Many of these spells are such as creatures, equipment, and spells - are placed on the board and become objects in the game. Creatures can move under the arena, and attack each other and the opponent-mage. Attacks are caused by damage, as well as interesting special effects, such as burning, corrosion, stunning, bleeding, paralysis, etc. Creatures can be destroyed when they get too much damage, they can be controlled with powerful curses and charms, or other creatures.

Each magician belongs to a specific school of magic, each with its unique spells and strategies:

  • Druid will try to defeat enemies with his hordes of animals, using their nature of nature.
  • The sorcerer goes across alive armed with fiery spells. On the way to the enemy, he will use his curses and fire to contain and destroy enemy creatures.
  • The thief uses theft, redirection and destruction of enemy spells and mana. It is also a master of teleportation and portals / gate.
  • Priestess protects knights and angels using powerful healing and protection spells. She isolating the enemy, and then suppresses them.

The basic version of the game contains everything you need to start: books of spells, additional spells, isna of the game field, bones, markers, etc.

The second participant appeared in the review competition. Meet the reader by name Victortelling pro Mage Wars.And mostly - good. In his opinion, this is a rather complicated board, but very interesting.

In a nutshell: Mage Wars - New 2012; Duel game about the battle of magicians in the arena; Card game without a deck; Tactical game with miniatures, but without a miniature; Cool articles, complex rules.

Now more about items.

On the game box is written "Customizable Strategy Game", which can be translated as "customized strategy". The BGG website has a separate Sustomizable Games rating, in this ranking are playing games like NetRuner, Warhammer 40,000, Dungeon Command, Magic The Gathering - games in which players prepare a deck and / or a miniature's army according to their preferences in the strategy. Part of these games collection (Warhammer 40,000, Magic The Gathering), in order to play them, each player must find and buy those cards and miniatures that he wants to see in his army / deck. Other games are less demanding of the player (Netruner, Dungeon Command) to fully play them, you just need to buy on the box to each player, and then buy add-ons. Mage Wars belongs to the second type. In all the MAGE WARS add-ons, there is a sufficient number of copies of each card for any possible strategy, which is fairly not for all games of this type. The basic box allows you to play recommended card sets, but fully tune the spell books for both players will not work - you will have to buy a second base.

According to the developers, Mage Wars is designed to be played as if the magic really existed. Those. Magic here is quite "realistic" compared to many other games about the battle of magicians. The main realistic feature of Mage Wars is a book. The player does not pull random card spells from the deck, but chooses the spells you need from your book.

Spells are six main types of similar types of cards in MTG: Equipment, creatures, spells, designs, attacks and just spells. Separate attention deserve spells. The spells here as in MTG are cards that are attached to anything after playing (to other cards in the game or game zones), but they are played in a closed, i.e. it is put in the game shirt up. Then at any time the player controlling these spell can open them and use the effect written on the map. Effects on the chars are permanent, which act until the spells remain in the game, and one-time - spells with such effects immediately after opening go to the reset. Char playing mechanics in a closed introduces an additional psychological component and bluff space. With such mechanics, you always have a chance to surprise the opponent. I think it is really an interesting find.

As I mentioned above, the spell books are formed by players in advance. The total value of all book spells should not exceed 120 workout glasses. Different spells have a different value depending on the level of spell and commitment to the appropriate school of magic. Schools of all 10 (6 basic and 4 elements). On the map of the Magic, it is listed, what schools of magic is trained, usually one or two. If the spell does not apply to school from this list, it will cost him twice as much more workout glasses. In addition, each class of magicians have exclusive spells.

At the moment there are 8 different classes of magicians: Beastmaster, Warlock, Wizard, Priest from the base; Forcemaster and Warlord from the first addition, which is called "Forcemaster VS. Warlord "; and supplement, let's literally recently "Druid VS. Necromacer. " In addition, in the summer there was a small addition, which includes alternative mag cards for Beastmaster and Priest classes, with unique abilities. I dare to assume that Arcane Wonders (so called Mage Wars) will continue to produce on a box every 3 months and alternate 2 new classes and 2 alternatives.

At the very beginning, I wrote that Mage Wars is a tactical game with miniatures, but without a miniature. What does it mean? The game uses a playing field (Arena), which actually batches. Magic cards and designed creatures move along the field and fight with each other, while the impression is created from the game with miniatures. If you look at the Mage Wars page on BGG, you will see the word "miniatures" in the list categories.

Despite the fact that the drawing of random cards in Mage Wars is missing, there are cubes that determine the amount of damage applied by attack. Damage to creatures are marked with tokens. In general, in the game there are a lot of large and colorful tokens to designate different effects and states in which creatures may remain. The most beautiful thing is that the text of the rules associated with the effects of these tokens are printed on the tokens, which I have never seen this before, and it was very impressed with me.

In Russia, many describe Mage Wars as a mixture of MTG with a berserkom, it is compared abroad with MTG and Summoner Wars. I can't say anything about Summoner Wars, because I did not play, but it looks like a little on Berserk. Personally, I see many similarities Mage Wars with Dungeon & Dragons.

First, the Mage Wars action system is very reminded by DND. The game is divided into rounds, in which players in turn activate their creatures (one being, until everyone becomes active). When activating the creature, the full action can perform (Full Action), or movement and small action (Quick Action), or two movements. In most games, where players activate cards, to designate activated cards, players turn those cards (MTG, Berserk, Dungeon Command ...), there are no highlighted directions in Mage Wars, and the map turns simply does not make sense, there are instead of wooden markers, Which must be turned over, and at the beginning of the round turn back. These markers look perfectly and use them nice - another successful reception.

Secondly, there is a cube of effects (D12) for throws for all sorts of checks. When the creature attacks another creature, it can impose some effects on it, such as poison or stunning, and the probabilistic nature of these effects is attached just to the effects of the effects. In addition, with the help of the effects of the effects, the player makes a savings for its creatures, disoriented after stunning, stuck in zybuchi sands, etc.

Mage Wars rules are very complex and have 30 pages thick. Remember all keywords and exceptions are practically not possible, and constantly have to contact the Code. At the same time, individual maps may have up to eight keywords. To all of the time, the number of options in the game simply encourages, because the players have access to all the cards from the book. Due to this, the first batch usually lasts hours 3, the players simply look into the books and do not know what to choose. But it is the books that make this game do not like others. Each round must be played something that brings you to victory and any answer to the opponent's strategy. For this reason, unlike other card games, a typical book in Mage Wars contains directly cards directly for several possible strategies and efficient narrow responses. Such a book allows you to play very flexibly and change the strategy on the fly, while in the card games a successful deck must be fully universal and consist entirely of synergistic cards. Mage Wars has a high threshold of entry, but all this pays off through a couple of parties when you start to understand what to play and how to play.

What can be said about the popularity of the game? Supplements come out quite often (every 3 months). In general ranking on the BGG, the game takes the 28th place, and in the Customizable ranking 2nd place immediately for Netrunner. Publishers strongly support the community, conduct tournaments, distribute promotional cards for participating in tournaments or for the order of additions. There is also a Ambassador program, which can ever become an agent promoting Mage Wars in its city. For the activity of Ambassador to receive T-shirts, promotional cards and other buns. Literally recently, Mage Wars was localized in German and Chinese, and in January-February 2014 localization is expected to Russian, oddly enough. I hope she will take root from us and we will play our tournaments!

Place the playing field on the table. Each and GOCK selects the magician I takes itself the corresponding map of the magician and the abilities card (in the learning mode, you do not need to use the abilities). It also chooses a red or blue color and takes 10 tokens of the corresponding color. Also, each player coast of 3 black and 1 red status cubes and 1 black flap quick spell. Put your map of the magician to the corner zone nearest to you (it is marked on the playing field of the door). In the learning mode, use only half of the field (see on page 4). Put one of your actions tokens and quick spell tokens on your Magazine map - white characters must be at the top, as shown in the picture on the left.

Put the status card in front of you. Put black cubes on the starting values \u200b\u200bof the mana influx, mana reserve (all magicians start with 10 mana) and life (starting values \u200b\u200bare indicated on the Maga card). In the learning mode, all magicians have the same starting values \u200b\u200b(see page 4). Put a red cube to the value "O" Life scale. This cube shows how much damage got a magician.

Choose yourself a book of spells. If this is your first game, you will need to collect a book (see "Spell Book" on page 4). Place within reach of cubes, states and other gaming tokens within reach.

Both players throw a cube effects. The one who has had the greatest result, gets a toe initiative: it will be the first to act first during the first round of the game! Now your duel can begin!

Today we will talk about Mage Wars. or Magic wars. This board game fully justifies its name, as focused on the confrontation of two sorcerers and their minions. She also has one busy feature in the form of spell books for each player - and no conditional, and the most real, which can be flipped, freely choosing the desired witchcraft card.

Many say that wars of magicians (hereinafter just a VM) is a common average between Magic: The Gathering and Summoner Wars. I played both and inclined to agree with this. True, as for me, so VM closer to Summoner Wars, because there is also a playing field, which is paid for squares, and the players are controlled by the armies presented by non-individual fractions, and the magicians and the creatures designed by them.

Like Summoner Wars, VM reminds a tactical game with miniatures, where ordinary cards are in the role of miniatures. Plus two: 1) With the same filling, the box goes at times cheaper; 2) Significantly simplifies tracking of various effects and parameters. Minus is obvious - cards on the field please the eye is much smaller than the figures.

The base of the VM is all sorts of spells, there are more three of them in the database. The coffin in which the content is supplied is due to a hefty field, which will move the maps of creatures, the book for storing books and, of course, attracting potential buyers. On the other hand, at the moment there were already a lot of additions to the VM, and they will fit without any problems in the basic box.

By the way, the publisher intends to get rid of such an incomplete coffin. In the near future, an updated edition of the fourth editions in a standard square package will appear on sale, which will wear a proud name Mage Wars Arena: Core Set. And what, the portion of popularity game has already received, and it's time to return to practicality.

In addition to the thematic books, VM spells boast a magnificent art and custom hexagons for playing attacks. Large wooden activation chips do not shine design, but turned out to be quite comfortable and visual.

A little tumbled faceless plates and a field, which is a boring gray area with a stone masonry. By the way, in the new edition of the arena redraws on a more fun manner. The tablets left unchanged. And it's a pity, there would not be an A la FFG knocker counters.

VM is a tactical duel, in which the prelude plays a major role in the compilation of spell books. Before the game, players are chanting over their magic foliants, filling the pockets of the climb cards. Already at the preparation stage, they can outline some cunning bundles and combinations, absolutely not worrying that cards can not come in order or not to appear at all.

What are the principles of drawing books? They are pretty elastic. You can shove in the book all that the soul wishes, the main thing that the mana would have enough for it for this. Of course, I exaggerate, and some framework still have. Each card has a level that means its cost. In the database, players are given 120 points. If the card does not correspond to the school of the chosen magician, then its price is doubled. The limit of the specific level cards is also stipulated.

It turns out that the player can easily include any card in his arsenal. Soclaning with restrictions is likely to be more difficult with the acquisition of additions, as more delicious and expensive cards will appear. But I do not want to say that in the database, the choice of meager, the cards are grabbed here even to collect more or less decent "decks" at the same time for all four magicians going in the set.

So, having understood with the books, players take on the tablet needed to control the number of lives and the magical power level of the magic force, the properties map and a couple of activation tokens. After that, they exhibit their wards in opposite corners of the field, right, as on the boxing ring. And rushed! Briefly describe how the playground is running.

Round is divided into two main stages: preparation and action. Preparation is such a technical phase, during which Mages charge mana glasses (its influx is permanent, but can be modified by various properties); pay the extension of charms so that they did not disappear (special spells that are on the playing field); Apply the effects of any statuses (rotting, for example) and update activation flagels on creatures, turning them into the active side. Then players choose up to two spell cards and lay them out before them face down.

And then the most interesting begins. Magages are alternately read the selected spells, having fun in the magical dressing and calling on their side of creatures for mana glasses. Creatures will be sinking around the field there, they beat each other with near / long / magical attacks and protect their owners, becoming in defense. The purpose of all this action is to strengthen its positions and reduce the health of the opponent's magician to zero.

Probably, after such a superficial description, the game was unlikely to awaken in you some kind of interest or, in general, at least some emotions. But what is here to smear, from the side the process exactly and looks like: I got Manu, chose the cards, moved creatures, dismissed Cuba. But it is worth digging deeper ...

As it says the preface in the Rules - the gameplay in VM does the battle of the magicians as it would actually look like. This is achieved not only at the expense of the grand diversity of spells, but also thanks to a cool idea with a book. The book is not only a pathos accessory, it is really convenient to operate with cards, in addition, it makes a kind of highlight into mechanics. Players can safely plan their actions, not verified in case, and precisely this moment and gives what is happening "realistic". You're a magician and fully control your strength and mind, and not some sclerotics there, which is casting chaotic spells, dictated by random-free cards from the deck.

I am from those who do not like to mess with cards, every time changing and adjusting the decks. Therefore, I sincerely pleased the rules for compiling books and the ability to quickly equip the cards at once of four magicians. Entertained and freedom in compiling, she unlocks hands in terms of experiments and eliminates complex dilemmas, forcing sacrifice one for the benefit of another (as it usually happens in such games). On the other hand, the first time such freedom discourages. Therefore, first better than a couple of times to drive the recommended sets to understand the essence of the game, and there already ideas will begin to be generated by yourself.

As it should be, the main characters have their own pronounced specialization and promote different styles of fighting. Four magicians belong to different schools and have a set of unique properties. The host of the animals calls Horde, Khm, animals, the priestess specializes in cure, the sorcerer on the weakening of the rival with the help of curses, and the wizard is indulges to the mana pumping and the redirection of spells.

VM is a storehouse of tactical solutions. Full hands of all sorts of spell, spells; gradually growing a network of villas called; Arena, which can be moved by choosing the highest position for attack or protection - all this contributes to the birth of a variety of interesting solutions and tricks.

We will seem simple, probably only the first pair of moves, when the magicians alone are bored each in their corner. But then it is not bored. Permanent shocks, shootouts at a distance, traps, obstacles, destructive effects make the battle colorful and memorable. Merities add cubes, diluting a kind of chess-like process not always predictable results.

In addition to cubes, intrigues and ignorance of the fact that the supplies of the opponent. Realizing that, he could put any spell in the book, you prepare in advance for a heap of surprises and try to protect themselves with antids for all occasions. But still, the surprises here can not be avoided. And it's great, as they give food to think about the following parties. And it doubly is doubly that the cunning of the opponent is responsible for surprise here, and not the flaws of mechanics.

As for the simplest balance of the cost / force, it is observed. If you want to call on a bold creature for two dozen mana, sagging and terribs as far as the moves, defending. Everything is logical. In general, the magicity of the game does not occupy, it concerns the main goal, the structure of the round, and the effects of cards. And let the 50-page book of the rules do not scare you, the backbone of the rules is simple to disgrace, provided that the experience in the part of the Kolodosophode, you already have. Trying only to analyze the types of spells, badges and terms.

Now about some cavetens and ambiguous moments. First, the VM refers to the games that require like-minded people with their boxes, cash infuses in addition, time to prepare and test the decks. Secondly, sitting behind the party, it is difficult to predict how long it will last. It may be dynamic forty minutes or exhausting 2+ hours, especially if both are playing from defense. Thirdly, not everyone will have to taste direct aggression, a bunch of text on maps, notorious by random on the cubes and the fields in the cards. And the last, for quite newcomers, I am afraid, the entry threshold will be not necessary, there is a special approach.

Well, if you like this genre, you have already played in Summoner Wars or the same berserk, and I want something new, then the war of magicians is hitting the apple. Just before buying it is desirable to carry out a small analysis in order to identify acquaintances, ready to join this game. Another purchase will be justified if it has already been formed in your district, al if there is a small, but community, where there are constants or tournaments on VM.

Unfortunately, in my collection of magicians, the same fate is waiting for Netransner - the dust will shake off from the game during rare balls on the game or even rare parties from Katya. True, I will still have the hope of recruiting a friend of Berserker's fan. The game is really funny, 8 /10.