I spent some time over the weekend reading the Mage Wars
rules and getting the spellbooks set up with the suggested starting books for
the Wizard and the Beastmaster. My wife
and I were looking for a new game to play after work yesterday and she
surprised me by suggesting Mage Wars.
She’s not usually keen on learning whole new rulesets, so I figured this
may be a window of opportunity and we pulled out the game.
So a little background about what Mage Wars is – it seems
to me to be a combination board game/card game.
You each play a different Mage (there are currently four options: the controlling
Wizard, the healing Priestess, the swarming Beast Master, and the attacking
Warlock), create a spellbook from all the spells the game comes with (and there
are a ton of spells), and then go back and forth casting spells, summoning
creatures, and fighting until one mage is defeated.
Sound like Magic?
It sure did to me.
Of course, I always liked Magic. It just got too expensive to keep up
with. The idea of mages slinging spells,
summoning creatures, enchanting the battlefield, etc. appeals to me. The collectable nature of Magic cards does
not. Mage Wars resolves that nicely by
giving me the opportunity to customize my selection of spells and tailor my
style of play based on the type of mage I selected.
The rules to the game are actually pretty easy. Every turn you increase your mana
(magic-casting resource) by your current Channel value. You look through your spellbook and pick out
two spells you want to cast, be they creature summons, attack spells, walls,
enchantments, etc.
Every creature (including your mage) gets an
activation. You get a wooden token to
represent whether a creature has activated.
If it’s starburst side up, the creature can activate. Once you activate them, flip it to starburst
side down. On your activation, you can
either do a full-round action or move and do a quick action (which could be a
weaker attack, a quickcast spell if you are a mage, or another move). Additionally, once per turn your mage can use
a quickcast action. So if you’re about
to activate a creature and want to give it a buff, your mage can interrupt with
a quickcast of the buff and the creature can move in for the attack. This wouldn’t take your mage’s activation
yet.
When your mage does activate, he behaves like all the
other creatures except that he can also cast those spells in your hand. So he could use a full-round spell (like
summoning a creature into his space) or he could move and use a quick
spell. With the free quickcast he gets
for the turn, he can get both spells rolling each turn.
The game gets more complex as the individual creatures,
spells, and mages come in. There are a
lot of loaded keywords, special cases, and new rules on the cards. To me it felt more like playing a Warmachine
or Malifaux type game where the rule system was fairly standard, but the models
themselves brought the complexity. The
spells didn’t have quite as many special rules as those games tend to have on
them, but there were a lot more spells being thrown about.
The game feels like it’s going to be much more an
investment to play than I expected. Not
in terms of monetary investment – for what you get it’s actually not bad. But it feels more like a game that you can’t
play casually. If you play it, you play it.
I can see a lot of gaming areas taking the approach of this becoming a
game with its own group that plays it pretty consistently. You create your own spellbook based on the
rules, hone it, refine it, and keep going.
In that way it feels like a CCG – you come with your mage and deck and
give the game a whirl. One person might
be trying a creature rush while another might take the same mage and play a
slow attrition build. But the game
itself does not seem like it could take place in a rotation of other board
games to just pull out from time to time.
The other piece that makes it less likely to hit a
rotation with my current group of board gamers is that it is only a two-player
game. There are variations where you can
play more than two mages at a time, but generally they require the purchase of
a second copy of the game so you have enough spells for the other two mages,
and so you have enough room to make sure people aren’t walking all over each
other.
My wife and I tried a quick game just to understand the
rules. She took the Beast Master and I
took the Wizard. The game started out
slowly as we both had to take a good 5-10 minutes reading our spellbook to try
to figure out what spells we would want to take. I imagine that time will shrink once we know
what’s available. But the turns
themselves went pretty quick after that.
Move and attack. Shoot my
bow. Cast my spell. Okay, we’re done? Now back to the spellbook for a while.
We called the game early, but we both had a great time
and are looking forward to the next match.
There are things we learned from our game that would change how we play
next time. Early on I was building up a
strong defense and my wife tried a few weaker creatures and sent them in, but
they got chewed up. I pressed the
advance and she figured out how to raise tanglevines on my two advance
creatures to bypass them and attack my strong archer. I fought her off again, and it wasn’t until
she was almost out of creatures to cast that she dipped into some of the
enhancing spells that the Beast Master’s spellbook provided. Then, in a single turn, she killed off two of
my big creatures, pressed to where my Wizard was, and put me in a spot of
bother.
Meanwhile, I spent a lot more time building up defenses
for my Wizard than I probably needed. By
the time I was pushing the offense to Laura, I had a high Armor value to reduce
wounds coming in, a Defense that could stop one attack a turn, a barrier that
would wound anyone coming in, and an enchantment that would bounce an attack
back on the attacker once. If I had been
more aggressive early, I could have been teleporting my creatures into Laura’s
Beast Master and forcing him back.
Overall, a great match though, and we’re looking forward
to the next one. This game will likely
make it out to game nights to see if I can find an opponent for a while.





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