The Grey Jack Frost

The Grey Jack Frost

Sunday, January 5, 2014

Mage Wars

Hello peoples. Today I'm talking about a card game I got for Christmas that quickly became one of my favorite games. Here it goes.

So Mage Wars is a game played with cards on a rectangle cardboard arena.


There is your Mage card which is just a full body picture of your mage with the mage's name such as the Beastmaster.


This mage is The Wizard which is my current favorite.

There is also an info card for each of the four Mages that come in the starter set. The info card show your Mages stats such as health, available spell points, and the school of magic he/she is trained in. The goal of the game is to be the last Mage standing. So there are 6 types of spell cards, equipment, conjurations, creatures, enchantments, incantations, and attacks. Equipment are played as quickcast spells that make your Mage stronger. You can only have one equipment for each location except that you can have two rings.


Equipment

Conjurations are mostly more like structures. Some could work for you to give you more mana, others could restrain an enemy creature, or even summon creatures of its own.


Conjuration

Creature cards are some of the most important cards and once a creature is summoned and active it can makes its own moves and attacks.


Creature

Enchantment spells either strengthen friendly creatures or weaken enemy creatures.


Enchantment

Incantations can do most other magical things in a card game except direct attack spells which obviously is saved for attack spells.


Incantation


Attack

So for your first few games the instructions have a couple decks pre made for you to play but one of the main points of Mage wars is to make your own spellbooks. Mages can have a different amount of points available to make a spellbook but the four starters use 120. So a Beastmaster is trained in the nature school represented by a small tree on the cards and on the Beastmaster's info card it says he is opposed to fire. So if a Nature card has a level of 2 the Beastmaster only has to pay 2 to put it in his spellbook but if it was a water card then he would pay twice as much so it would be four, if it's fire he opposes that so he has to pay three times as much so he would be paying 6 for that card.


One of the two spell books the game comes with.


It's got slots inside for your cards.

So now that you have a spell book finally it's time to play. The first stage is the ready stage. The first step is to roll the twelve sided die for initiative whoever gets higher gets passed the initiative token. In Mage Wars the turns go mostly at the same time but whoever has initiative goes first slightly. The next step is reset where you flip over your tokens so all inactive creatures become active for the next round. Then there's the channel, upkeep, planning and deployment steps. Each Mage has a set channel stat that determines how much mana he channels each channeling phase so if a Mage has a channel of ten and he has 5 mana already then after the channel phase he/she would have 15 mana. In upkeep conditions would take effect like regenerate, or poison ect. Planning is where you actually plan what cards your going to play next round. You take two cards from your spellbook and place them face down in front of you. Most of the time you want to pick a card with an hourglass and one with a lightning bolt otherwise you probably won't be able to play both cards. Deployment is only used if a Mage has a spawnpoint conjurations and then most of the time the spawnpoint could summon its own creature. Next is the Action Stage. First is the first quick cast phase where you would use one of your lighting bolt cards if you could and wanted too. If you do you would flip over your quickcast marker. Next is creature actions. Your Mage has a choice of either using a hourglass card, moving once and then moving again, or moving once and using his quick melee attack.

Other creatures could move once and then again, or move and attack with a quick action. Some creatures have a more powerful hourglass attack which would require a full action. Creatures can attack each other or some conjurations. The main goal for a creature would be to do damage to the opponent Mage and it can do that with a melee or ranged attack. Finally is the final quick cast phase where your Mage could use your quick cast if he/she hasn't already. Melee attacks require your creature to be in the same zone as the enemy. You roll the amount of attack dice specified on the card and add up the results. You can either roll blank which is nothing, a number, or a number surrounded by a starburst. If the number has a starburst it goes through the enemy's armor if it doesn't it could be blocked. So for example you roll 5 attack dice. One of them is blank, one of them is 2, and the other two are starburst 1 and the enemy has an armor of three. So he would block the 2 with armor and the starbursts would go through and he would take 2. For range attacks it would be the same but make sure the target is in range and in line of sight. There's the basics! Be the last Mage standing. You should definitely get this game.

Bye!

Location:Clifford Dr,Martinsburg,United States

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