Wars Mages Board Review game. Wars Mages. Features of game mechanics

Imagine if the magicians belonging to various philosophies and schools of magic crafts could fall into the arena in the deadly battle? How would the illusionist fight the Druid? Would the sorcerer of the caster of animals? Who will win - priestess or wizard?

The game Mage Wars. will help answer these questions. Each magician uses his own spell book (which can be changed when desired) to win over the opponent. Call mighty creatures that will fight for you. Hang on the enemy's head destructive spells. Take advantage of ancient mystical artifacts, magic weapons and armor. All this is waiting for you in battles in the Mage Wars arena.

Mage Wars - Tactical table game - a combination of a card game and games with miniatures that united best elements Both genres. The battle takes place on the game of the Arena, divided into square areas - "zones". Mages, whose roles are players, begin the party in opposite corners of the arena.

Each player in the hands of the spell book from which he pulls the climb cards by introducing them to the game. This allows you to feel like a real magician, turning the pages of your mysterious foliant in search of suitable magic. Selection of spells for your book is based on the scoring system. Mighty sorcery and magic related to other schools of magic costs more points.

The player has the right to conjure any spell that opens up rich strategy and tactics. Many spells are creatures, weapons, charms - placed on the field and become game objects. Creatures are capable of moving through the arena and attack each other or an enemy magician. Attacks except damage also impose various effects, such as burn, corrosive, stunning, paralysis, injury, and so on. Creatures that have received too much damage will be destroyed. In addition, they may fall under the action of curses or spell.

Each magician refers to a certain magic school - each with its unique set of spells and strategies.

For example, the beast caster will try to raise on the enemy of his pets, amplifying them with spells of the forces of nature. Wizard - Master Meta-magic: His element to reflect it, steal, redirect or destroy the spells of the enemy and his mana. In addition, the magician professional in the field of teleportation. The sorcerer skillfully drawn with curses and destroys the enemy creatures with fiery spells. Priestess the skillful healer and an expert of protective char.

Developers promise that new additions will be on sale every few months by adding to basic game New magicians, spells and abilities.

Russian edition of the game for sale since January or February 2014.

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, B. new edition Arena reddow 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 - game process In VM, the battle of magicians will draw up 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 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.

Are you ready to feel like a real magician and join the arena to experience other wizards?

"Magic Wars" is a tactical board game that combines the best mechanics of card battles and miniatures games. Battles are held in the arena and each of the magicians presents his magic school. At the player's disposal there is a book of spells with magic maps, which he can enter into the game. Each magician refers to a certain magic school - each with its unique set of spells and strategies.

You can create any spell into your own that it opens up rich opportunities for strategy and tactics. At your service fierce creatures, formidable weapons and destructive spells. Creating creatures are capable of moving through the arena and attack each other or an enemy magician.

Attacks except damage also impose various effects, such as burn, corrosive, stunning, paralysis, injury, and so on. Creatures that have received too much damage will be destroyed. In addition, they may fall under the action of curses or spell.

How the creators of the game are stated, it is not collectible game, and a game with a huge variety of cards, their combinations and the ability to create your own style. "Wars of Mages" has already won recognition and popularity among the world community of players - new characters and cards are regularly emerging, there are big additions in the queue and tournaments are held.

Equipment:

  • gaming field;
  • 2 books of spells;
  • 322 spell cards;
  • 4 Magages Magics;
  • 4 maps of the abilities of the magician;
  • 2 card status cards;
  • 8 status cubes;
  • 20 tokens of action;
  • 2 rapid spells;
  • 9 cubes attack;
  • twelve-marked cube effects;
  • tokens initiative;
  • 3 constructions of abilities;
  • 7 defense tokens;
  • 6 readiness tokens;
  • 20 state tokens;
  • 24 damage tokens;
  • 8 mana tokens;
  • rules of the game.
  • Video to the board game of war Mages

  • 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.

    Currently exists 8 different classes Mages: 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 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 pulling random cards Mage Wars is missing, there are cubes that determine the number of damage applied by the 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 can perform complete action (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 cards 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 card games Successful deck should 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!

    To start a bit dry data:

    • The game is designed for 2 players. Of course, you can play in the 4th,
      but without additional set This is not the best idea.
    • The duration of the party on average is 40-60 minutes (the first party - three times more)
    • The threshold of entering the game is not the highest, but not for beginners.

    And now more! And so, the "war of magicians", it is predominantly a duel game, in which if you can play more than two, then only couples.

    The game meets us abundance of cards, fisheets, tokens, a pair of tablets to track the state of the magicians, huge (but only before the first game against the host of animals) the field and two books of spells.

    Books! Excellent graphic execution of the game, good localization and spell books that allow you to feel like a real magician, with your magic folio!


    At the beginning you choose the magician of them, all of them 4, and then you have to think well. Each magician has its own tactics in which it is especially good.


    If you choose a sorcerer, your opponent will have to be oh how sweet, because it will be forced to not only fight back from various kinds of demons, but also to constantly fight curses. Yes, and the sorcerer himself is not weak and may well rush into battle with the fiery whip of the vingo.

    No lagging behind him and the host of animals. Our friend, Greenpisovets, a master in terms of the consideration of a large number of different creatures, just fading with their opponent. With all this, it is not a good fight itself.

    Also, there is a wizard in the game, it is universal and, unlike the two previous comrades, specializes in the Volshb, trying to stay away from the contraction.

    It was not without a fair sex - priestess. She, accompanied by very strong (and therefore, not cheap) fighters, elevating temples and hanging down the right and left, is not inferior to their "colleagues".

    So we chose the magician, got everything you need:


    It's time to collect a book of spells, the game itself has already begun. You form yourself a deck, and at the same time the tactics of the game. During the fight, you have access to anyone, even the most severe spell from your book, but keep in mind - all of them are disposable, so before, something to make it, it is better to think about it, especially since you can read only two Spells.


    And above, I only voiced the beginning of the party (from which, by the way, it depends a lot). In general, this game can be spent quite a long time. This is a very high quality, a duel game, with a strong tactical component, excellent balance and beautiful decor. From global flaws, it is possible to allocate, perhaps, only one. Cubes.


    Cubes got us here. You can perfect everything to calculate everything, hang on your Vasilisk a number of enhancing spells, after which you order to attack the damned enemy ferret and ... By the will of the cubes, Your Vasilisk breaks all his teeth about him, for you did not throw any damage. After that, happy (why is it?) Ferret starts hurting your mage for heels. But, despite this, the game does not lose in interest. 4.5 out of 5 in my personal rating. In other words, Mast Hev, for those who love high-quality martial games. Welcome, my friend, in the harsh weekdays of magicians