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Tips & Strategies (10)
Tips & Strategies (10)
Add your own Tip, Strategy, or House Rule
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For those that haven’t played First Edition, there is a simple way to make this game much, much more chaotic. Instead of having each board effect you play count as a card in hand… well, don’t. Just leave them on the board as static effects that must be dispelled or destroyed in order to be removed. If you like, keep the spell cards out of the discard pile so they can’t be recast until someone has removed the permanent effect.
You may not think this is a game changer, but just wait until someone simply discards a wall of stone just in time to run through a suddenly open doorway for the win. Victory should be so much more meaningful!
What i saw through my lots of games is that everyone is so selfish,wanting to score points and win that they forget that they have also to block their opponents from winning so they can still win the game!
So when you go to take a treasure from an enemy,if they already took yours,consider taking YOURS and hold it or take it to your sector.You effectively low your opponents points.This comes handy in 1vs1 game because the enemy cant win so if you take your treasure its a deathmatch!
So consider always that blocking your enemies from scoring points,you are a step closer to win by not losing,because many times people lose like this in wiz-war and they say “aw you should stop him! i didnt think he could do all that and win in one turn!”.
There are some games where you slowly make incremental decisions that will lead you to an unstoppable strategic victory no matter what anyone else may do. Wiz-War is not that game. In Wiz-War, try to find the maximum utility of your cards every single turn. Be vindictive! Be destructive! Be opportunistic! Don’t put off until next turn the terror you could inflict right now.
Why? Because someone will steal your cards. Or they will rotate the board, leaving you a much longer walk to a treasure. Or they will send a troll after you. Or trap a corridor. Or teleport you behind a locked door. Or one of a hundred other unknown ways to mess with you that you weren’t thinking of when your turn began!
Get in the game and ruin your enemies before they get the chance to ruin you.
Watch for opportunities to wall someone into a corer. If you can cast a single wall and seal one of your opponent in, it could be several turns before they are able to escape, leaving you with one less thing to worry about.
This is not a sure fire method though. There are several spells they may have that will allow them freedom, but it’s always worth the shot.
After a few games me and my group decided to adopt an interesting rule:
We can only use an item that is already placed before us. That is, we must FIRST put it in front of us, for ONLY THEN can use it.
YOU CANNOT MAKE IT IN THE SAME PLAY.
It’s like the magician lost time picking and preparing the item for later use.
It worked for our group and it seemed more appropriate in terms of gameplay.
The labyrinth has doors on the side of the game board. Passing through these will allow you to be transported to the other side of the board on the opposing door (think Pac-Man). Use these to your advantage to get to the other side of the board quickly, but be on guard as the other players will likely be using this strategy as well.
These doors are easy to over look and if someone is distracted with their own situation, capturing a treasure can be very simple. I’ve seen games won using this strategy simply by the opponents not paying attention and forgetting about them.
Wiz-War comes with A LOT of components. Save yourself 10 minutes of setup time by getting some small zip-lock bags. I use a total of 12, including 2 for the decks and one for each of the wizards and its corresponding parts. “You’re blue? Here is all the blue stuff”
During play, I use a nice component tray. The one I found at a craft store looks like a wide cash register drawer, with 7 bins, each of which having a curved lip at one end to simplify pulling bits.
If you are lucky enough to get a map with a dead end, as soon as possible take one of your treasures there and block it in. Use a wall, a block of stone, a locked door, even an illusionary wall. Use the traps, the summoned gooey monsters anything at all to make access to your treasure difficult. That way there is much less chance of you dying because two different people grabbed up your boxes and dropped them on their home base.
This is an obvious tip for any game, but doubly so with this edition of Wiz-War. The 20-page rule book doesn’t really get started until page 6.
Do not try sitting down and going through the rules together for the first play. It’ll take 30 minutes.
To quote Inigo Montoya,
“Let me ‘splain. [pause] No, there is too much. Let me sum up.”
Be ALL of these things when playing this game. Show no mercy, provide no quarter.
Only then will you become a true Master Wizard.
May your treasures never leave your home star and your spells never be countered.