Welp, here's another post that'll likely be of little-to-no interest to anyone other than myself. But, you know what they say: if you can't amuse other people, at least entertain yourself.
During a recent gaming convention, I was sitting there with my peeps, looking at all these deep, heavy Eurogames scattered around and I thought to myself:
'Y'know, board games are a lot like movies. You've got your art movies, like Out of Africa or The Piano, which is basically the gaming equivalent of Lisboa or Gallerist. And then there's schlocky trash like Basket Case or The Sword and the Sorcerer...which is like The Texas Chainsaw Massacre Board Game or...Wiz-War!"
Look, I can appreciate high art just as well as any snob but, gun to head, if I were to design a board game it would definately be more Tom Jolly and less Stefan Feld.
Related to this: I've been on a quest lately to Marie Condo a good 30% of my game library. Which has me wondering: why am not selling off stuff that's been sitting around collecting dust for literally a dog's age?
Admission of shame: the last time I played Wiz-War Barrack Obama was still in office. Jezis.
So, if this game has been idle on my shelf for so long, why haven't I gotten rid of it yet? I almost posted this under my OOP (out of print) series, but apparently you can still buy this thing in an ugly-ass incarnation from Steve Jackson Games, where all decent graphic design goes to die.
To answer the prevailing question, we have to go back to the Mesozoic Era: IE. the early 80's. The first edition of Wiz-War debuted in 1983. For weird, likely-neurospicy brains such as my own, that's two years after the Wizards of Wor arcade game made its debut. Tin foil hat time: I think Tom Jolly sacrificed many a quarter to that electronic beast and thought: 'What if this...but board game?' Hell, even the names are nearly identical!
As a kid fascinated with fantasy stuff and table-top pursuits, I would have been sorely tempted by Wiz-War if I didn't live in a place where such things were nigh-impossible to come by. By 1983, every dime I could get my grubby l'il mitts on went to D&D and, by the time I hit sixteen, I turned my energies towards making myself vaguely palatable to girls, which turned out to be a fool's errand. As such, I decided to embrace that old adage "when I was no longer a child, I put away childish things."
Counterpoint: in the immortal words of one Bugsworth Bunny: "Whatta maroon!"
When Fantasy Flight was at it's zenith, circa 2010, I'm convinced that CEO Christian T. Petersen was trying to Hoover up the rights to every low-profile / out-of-print board game he'd cut his teeth on and then re-publish it the with the sort of swanky production respect that they deserved. This seemed to include Tom Jolly's entire catalog, not the least of which was Cave Troll, Drakon and, of course, Wiz-War in 2012.
So excited was I to finally get my hands on the latter, I did a "What's in the Box?!?" episode on my Ewe Toob channel waaaay back in 2014.
So, why has Wiz-War earned a permanent stay of execution from my game library? Well, here's Fantasy Flight's original (and now sadly non-existent) short-n'-sweet scroll of knowledge right from Board Game Geek:
"In Wiz-War, wizards wage no-spells-barred magical duels deep in an underground labyrinth. This classic board game of magical mayhem for 2-4 players, created by Tom Jolly in 1983, pits players' wizards against each other in a stupendous struggle for magical mastery. Win by stealing other wizards' treasures and hauling them back to your base, or just score points by blasting the other wizards. The last wizard standing always wins.
"Staying true to the spirit of the game that has entertained players for years, as well inspiring an entire genre of games, this 2011 edition of Wiz-War caters to the imagination and the funny bone. Casting an enriched array of spells, your wizards race through an underground maze, avoiding fireballs, werewolves, and psychic storms. Subtle game enhancements by Kevin Wilson and Tom Jolly promote faster play and clarify card effects."
Looking to devour the entire goofy spell-book from cover-to-cover? Well, swish n' flick on the following link to consume the entire rules tome!
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EXAMPLE OF PLAY
ROUND ONE
Rules note: Attacks in the first round are prohibited!
Yellow Wizard
1) Time Passes Phase
N/A
2) Move & Cast Phase
Plays "Add" for its boost value of "3", moves five spaces to the south, casts "Destroy Wall" and then moves one space closer to Red's Treasure!
3) Discard & Draw Phase
Draws two cards, currently at five.
Red Wizard
1) Time Passes Phase
N/A
2) Move & Cast Phase
Plays "Speedstone" to gain +1 to movement! Then moves three spaces towards the Yellow Wizard and casts "Create Wall" to undo her foe's wanton destruction! In another defensive move, she shifts backwards one space and drops a massive "Stone Block" in the immediate square to the west, effectively sealing off that path.
3) Discard & Draw Phase
Red draws two cards. She has a Carried Item and a Maintained Spell in play plus four cards in hand for a total of six.
Blue Wizard
1) Time Passes Phase
N/A
2) Move & Cast Phase
Plays a "Lifestone" which will let them gain one Life at the start of every turn! Holds off moving.
3) Discard & Draw Phase
Blue draws two cards. Between the Carried Stone and cards in hand, they're at their hand limit of seven.
Green Wizard
1) Time Passes Phase
N/A
2) Move & Cast Phase
Carries "Universal Solvent" and then moves three spaces towards Yellow's region.
3) Discard & Draw Phase
Green picks up two cards, now at seven with the Solvent in play.
ROUND TWO
The gloves are off...now Attacks can occur!
Yellow Wizard
1) Time Passes Phase
N/A
2) Move & Cast Phase
The Yellow Wizard diverts three spaces, intent on intercepting Green. Plays "Homunculus" but has no Energy to juice it with so it will only last one Round.
3) Discard & Draw Phase
After picking up two new cards, Yellow hits his hand limit of seven cards with the Maintained "Homunculus."
Red Wizard
1) Time Passes Phase
N/A
2) Move & Cast Phase
Spends "Drop Object" to add two to Movement. With her six moves (+1 for "Speedstone") she heads towards the right side of her home board, directly in front of the "wrap-around" exit. Also Carries her "Universal Solvent."
3) Discard & Draw Phase
Red draws two new cards and, since she has two Carried Items and one Maintained Spell, she's reached her hand limit of seven.
Blue Wizard
1) Time Passes Phase
N/A. Gains one Life with "Lifestone", now at 16.
2) Move & Cast Phase
Spends a 5-point Energy Card, then exhausts eight points of movement by passing through the Blue Portal and ending up adjacent to Yellow's Treasure. Finally he Carries a "Fire Cloak."
3) Discard & Draw Phase
Picks up two new cards. With two Carried items and six cards in hand, he's forced to throw out a card. Chucks out "Negate Neutral."
Green Wizard
1) Time Passes Phase
2) Move & Cast Phase
Casts the Anywhere Spell "Thought Steal" on Yellow and takes "Create Wall" and "Lightning Bolt" from them! Steps up one space, then hurls a "Lightning Bolt" with its range bolstered by a discarded "Waterbolt." (rules note: since this is an Anywhere Spell and not a LOS Spell, the "Homunculus" can't block it!) It travels two spaces, striking Yellow for three damage, putting them down to twelve. Then, since it was juiced to move through three spaces, it rebounds off the wall and hits him again for another three! Yellow's down to nine! Finally, she casts "Create Wall", which prevents Yellow from moving towards her Treasure!
3) Discard & Draw Phase
Draws two cards, has the "Solvent" carried, so she's at her hand limit of seven.
ROUND THREE
Yellow Wizard
1) Time Passes Phase. The "Homunculus" spell ends!
N/A
2) Move & Cast Phase
Casts "Share Life" on Green! They add their Life totals together (15 + 9 = 24) and then divide this by 2, leaving both with 12 Life. He then retreats three spaces back to his home base in an attempt to defend it against a ninja-like Blue Wizard!
3) Discard & Draw Phase
Draws two Cards. He now has five in hand.
Red Wizard
1) Time Passes Phase
N/A
2) Move & Cast Phase
Red uses her four Movement points to run in and and pick up Yellow's Treasure! (rules note: when you pick up a Treasure it immediately ends your Move & Cast Phase!)
3) Discard & Draw Phase
Picks up two cards. Since she currently has nine in total, she drops the "Universal Solvent" in her current space and turfs "Around the Corner."
Blue Wizard
1) Time Passes Phase
N/A. Gains one Life with the "Lifestone."
2) Move & Cast Phase
Blue plays "Thought Steal" on Yellow and takes "Fools Gold" and "Windrider." He then moves in, helps himself to Yellow's Treasure...thus ending his Move & Cast Phase.
3) Discard & Draw Phase
Currently has ten cards, so he gets rid of the second "Windrider" they just picked up, a "Waterbolt" and a "Pain Link."
Green Wizard
1) Time Passes Phase
N/A
2) Move & Cast Phase
Carries "Boomstone", casts "Astral Projection", and then hurls the projectile at Yellow, causing four points of damage. He's down to eight Life! Adds an Energy Card to movement and hauls ass through the south west wrap-around, just two spaces away from Blue's Treasure!
3) Discard & Draw Phase
Draws two cards. Between the Carried "Solvent" and five cards in hand, they have six in total.
To be continued...???
***
REVIEW
THE GOOD
- It's wild! Even though you can only do one Attack per turn, your ability to optimize this strike (all the while futzing around with your environment) serves up a genuine power trip. Destroying doors and walls, warping through portals and punching rivals in the pie-hole will have you giggling like an infant.
- It's totes gorgeous. Fantasy Flight's Eighth Edition is objectively the best the game has ever looked. The figures, the board, the counters, the cards and the game's incredible art design make this the penultimate version of the game.
- It's got a ton of variety! There are so many cards in the game and different decks to mix and match. As such, the variety of game play is beyond compare.
- It's nasty! In an era of trite, boring, non-confrontational "cozy" games, it's a breath of fresh air to play something so blatantly and unapologetically aggro.
- It's relatively straightforward! Just Move (optionally boosting this with a single Power Card) and perform one Attack if you like. Your freedom to table as many other types of card as you like really makes your turn feel consequential.
- This is hardly "bad", but the game has some fiddly elements that are easy to telegraph, as evidenced by the bonus section below. For example: we as gamers have been conditioned since birth to treat tabled cards as out of hand. I.E. it's tough to police hand limits when Maintained Cards and Carried Items are supposed to add to the seven card hand limit. And, even though this rule is clearly in place to prevent a match ending too quickly, it's kind of a bummer that your turn stops dead as soon as you grab an opponent's bits n' baubles.
- There's nothing strictly "ugly" about the game, save possible arguments that may flare up RE: how the cards interact with each other. There are a lot of cards, to the point where the game can't possibly address how they might all bounce off one other. Sane, rational gamers will likely have no real issue house-ruling this kind of stuff, but rules lawyers will have plenty of ammunition to make everyone else miserable.
- It's really (and I do mean really) easy to get kicked in the crystal balls when you're down. If you have an acute persecution complex and no sense of humor, this ain't the game for you.
If you thought that the limit of my wild, unfounded speculation RE: Wizards of Wor partially inspiring Wiz-War wasn't insane enough, get ready for a real hot take. It's my sincere belief that, sometime during the 80's, a young Richard Garfield played Wiz-War and thought to himself: 'What if this...but portable?'
Yeah, I know, I know...some of his major influences (D&D, Cosmic Encounter) are already well on the record, but you can't convince me that Wiz-War didn't play some small part in the creation of Magic: the Gathering, even on an unconscious level. Wizards battling it out, blasting each other with spells, transforming into creatures, playing counter-spells and resolving cards in a stack?!? I mean, c'mon...
So, for being good, anarchic fun (and, I must insist, a major influence on a lot of other awesome games), Wiz-War scores four pips out of six!
***
BONUS: IMPORTANT RULES TO REMEMBER
- When you remove a Stun Token, you're still Stunned for that round. Stunned Wizards can either Attack or Move, but never both.
- Attacks aren't allowed in the first turn.
- Your base movement is three spaces, but this can be augmented by discarding one (1) Energy Card and getting bonus movement based on the number on the card. Note that Attacks can be performed at any time on your turn, even mid-move.
- Maximum hand size is seven cards. Carried Items and Maintained Spells count towards this.
- The first Wizard to score two Victory Points wins the game. Killing rival Wizards earns you a point and dropping off an opponent's Treasure in your own home base space gives you one temporary point. Since it remain there, it can be picked up by anyone. If moved, you lose this temporary Veep.
- Wizards can move through and even end their movement in a space with another Wizard.
- All exit points on the board "wrap around" to the other side. Portals of the same color act in the same way.
- All Doors on a rival Wizard's home sector are locked by default and will re-lock after you pass through them.
- You can Attack (either physically or with a red-icon Attack Spell) once per Turn. Counter Spells (purple) are played out of turn in reaction to an attack. Any number of Blue Energy, Yellow Item and Green Neutral Spells can be played.
- You can punch an enemy Wizard in the same space as you for one point of damage.
- LOS can be traced through Objects, Treasures, Wizards and Creatures so long as they don't "fill the entire space."
- You're considered to be "adjacent" to a target if you're in the same square or the square next to your target.
- You can attack through Portals and through "wrap-arounds."
- If not boosted by Energy, Temporary Magic Cards have a duration of one turn and cannot be boosted after it's been cast. Note that the Boost Value replaces the default value of one; it doesn't add to it.
- Temporary and Permanent Spells must be Maintained and, as such, contribute to the seven card "hand" limit.
- As an easy visual reminder, mobile objects have round tokens and immobile objects are square.
- You can pick up one (1) mobile object for one Movement point. Items can be dropped for free.
- Treasures aren't considered Carried Items and, as such, don't take up space in your hand. As a visual reminder, put the Treasure Token in your figure's base. You can only carry one Treasure at a time.
- Picking up a Treasure immediately ends your Move and Cast Phase.
- Portals remain where they are when boards are swapped and / or rotated.
- For every three damage dealt to a Wall or Door, a Crack is created. Three Cracks destroy Doors and five destroy Walls.
- When a Wizard is killed by a rival Wizard, drop tokens for Carried Items in the same space, discard any Maintained Spells but take all of their remaining in-hand Spell Cards! If the Wizard is killed indirectly, those in-hand cards are discarded.






















