Found that in
Found that in
Yes, finally ! It tooks some times
hope there's some cools mini inside !
Waaaaaghghghgh!!! Finally!!! So glad it will add a fifth wizard. But it seems like the new cards are not the same as the ones from previous editions? Looking forward to this!!!
I was really hoping for monsters, but this is good too. Maybe monsters in next expansion?
I definitely hope so! Would love to see some creatures arriving!
the FFG info comes today
I'm a bit disapointed, since there's not.
Maybe next time, but that's a shame.
I feel a bit disappointed, too, that it does not focus on the creature/monster. Besides, it seems that it does not have new transfiguration minis?
The most important thing for me is the fifth player. I can wait for monsters and the new schools of magic seems really cool to me.
I hope there will be extra cantrip cards so you can make an extra custum spellbook. Do anyone know if this is the case?
I would have rather prefered a big box with only one new deck : the summoning, and with ten plastic figures for 40$
let us do a rally call
We want summoning creatures !!
Edited by rugalI'm a bit ashamed to see the wiz-war forum is around dead.
But, to be honest, it's not so surprising : the expansion took too long time, and players started to go elsewhere, so my creature expansion looks like it will never comes
It would certainly be nice if it were a little more active, but I wouldn't read too much into it as an indicator of sales. Some (indeed, most) forums are just quiet.
next news is taking some times
not sure we would have it before christmas
Grr....I hope this is not one of those "delayed past Christmas" events that have happened in the past. Where's the news?
In the Upcoming section of this very site it's still filed for Q4 2013. And it's at the Printer since quite a long time, so maybe... Fingers crossed guys
Ugh. I'm not sure I care for the theme in this new expansion. "Skull Servant" seems to be a re-brand of "Alter Ego"....I dunno. It seems kind of dark and heavy for such a light and fun game. Even if the skulls are cartoonish.
I'm glad for the fifth player, though. I really hope they don't wait as long to introduce the sixth.
delayed
it's now for Q1 2014
How did I know that would happen? FFG has not seemed to be particularly proactive with Wiz War...I can't understand why this would be, with such a classic game.
The most important thing for me is the fifth player. I can wait for monsters and the new schools of magic seems really cool to me.
I hope there will be extra cantrip cards so you can make an extra custum spellbook. Do anyone know if this is the case?
This is something I was really hoping for, the ability to give each player their own deck consisting of cantrips and two other schools, but alas it looks like it's not to be.
So it seems. Nonetheless, with three extra schools, and using both white and black cantrips, it should be possible creating at least two independent decks. Could be worth trying
Ugh, so, how is it? Who has played it? Does a 5th player increase the game longer than expected? Is a player more likely to get knocked out than in a 4 player? Early elimination is my only criticism of Wiz-War.
I haven't played 5-player games so far, but I played consistently the expansion (was in the beta tester team, so I've been lucky enough to play this a lot). The new expansion adds depth to the game, allowing greater defensive strategies through the use of hexcraft and also has a huge damaging potential: strategic options that create good interactions between board and wizards are added. As for elimination: I think you won't see too many early eliminations (there are quite a few spells allowing you to counter and teleport away, for instance). Generally speaking, the new spells interact consistently with movement, allowing many and different paths to be followed, and this should grant some shortcuts to avoid tag-teaming against the same wizard.
I'll be test driving this expansion in a week....any advice before I play?
Sure! Play some games with a deck with just the 3 new schools and the White Cantrips in. They play very well together, and you'll see some nifty interactions (and some melting faces).
Depending on the number of players you have in the mix, you could consider playing with this optional rule: points needed to win for 2p and 3p games: 2; for 4p and 5p games: 3. Otherwise it could be really easy to have somebody exploiting a wizard merely surviving another wizard's attack and score an easy victory.
If this doesn't spoil the fun for you, you could also consider giving the new cards a look. Not to have an advantage over your fellow wizards, but just to be sure you're familiar with some of the new interactions. Some spells have multiple effect (like: attacking for damage + teleport) and counterspells have multiple effects as well, so some interactions can be difficult to rule if you don't know what's going on (clearly, you can discover everything by playing; I believe wording is really accurate on expansion cards. I'm just saying it could help if the group is not so experienced).
Remember the following rule: a counterspell is triggered immediately as a certain condition is met. In case the attack spell has different effects and the counter triggers for the first one, you resolve entirely the counter and then the attack spell resumes. Allow me to make an example to have this clarified.
- Wizard A casts an attack spell at Wizard B. The attack induces X damage and then allows the attacking Wizard to move Wizard B according to his will
- Wizard B casts a counter, triggered by a "when taking damage" condition, cancelling some of the damage and teleporting in a random direction
You resolve this according to the following:
a) you determine the damage for Wizard A's attack
b) the counter is triggered, and part of the damage is healed
c) the counter must be fully resolved, so Wizard B teleports in a random direction
d) the attack spells resumes, and now Wizard A can move Wizard B like a puppet (hence, you can move him over the same square more than once, potentially triggering hexes or other nasty stuff)
And let me know if you have any doubts on cards and rules, I'll gladly try to help
Is this a must have for mostly 2-player games? Does this bring some nifty new funny stuff?
I think so. It adds a lot to the strategic value of the game, with several spells allowing you to enhance the board in the most different ways. Plus, core game was somehow washed down by too many energy cards and counter; here you have many more options to consider, and the "hit and run" tactics that often worked in 2p games with the core set now is much more difficult to realize. During the playtesting session, we played something like 20 2p games, and we always had fun