Arcane Wonders® is proud to announce ALLEGIANCE IN BLOOD, our new Organized Play program for 2013!
Arcane Wonders® is proud to announce ALLEGIANCE IN BLOOD, our new Organized Play program for 2013!
Release Date: Coming Soon
$ 23.80
In Slavika, players are the heads of powerful families in the fantastic world of Slavika. Each player has six heroes, who will be sent to different regions, where they will fight monsters threatening the villagers. The more a player’s heroes help defeat the monsters, the more glory is won for their family. The game lasts several months, until the princess is able to complete the ritual and renew the power of the amulet. At that time the family with the most glory points earns the right to the hand of the princess and wins the game.
This sounds like a great game to play with some friends Rebel Publishing gave me another reason to have a game night.
Release Date: Coming Soon
$ 49.00
In The Cave, a board game from K2 author Adam Kaluza, players take on the role of a speleologist team tasked with exploring a newly discovered cave. Players start from a base and explore a cave, tunnel after tunnel, effectively building the board (the cave). They have to overcome steep descents, underground lakes, and tight squeezes. They will be given a chance to admire the wonders of the underground, like halls full of stalactites. To make it all possible they must take the right supplies with them, like ropes, oxygen and batteries.
Here we go more great games for those family fun nights Rebel Publishing has a cool one for you.
Release Date: Coming Soon
$ 49.99
In City Tycoon players assume the role of businessmen investing their own capital in expansion of the city. Their main purpose is to increase the standard of living, and thus the happiness of its citizens. They have within reach a whole range of projects that the city council wants to achieve, but which lack the funds. By skillfully selecting plans, using available space and deciding which projects their money should be spent on they will be expanding the city and competing for the title of the most people-friendly company.
Check out this and many other games from Rebel Publishing to play during your next family night.
The Hobbit: An Unexpected Journey
Release Date: Jan 2013
$ 40.00
The Hobbit: An Unexpected Journey Board Game From master game designer Reiner Knizia comes The Hobbit: An Unexpected Journey Board Game, an exciting game of adventure in which you join Bilbo Baggins™ and his 13 dwarven companions on their journey through the Lone-Lands and Misty Mountains, encountering goblins, trolls, and other dangers that seek to put an end to their adventures. Traverse your way through two boards, each more difficult than the last, with the goal of coming out alive and prepared for the dangers that lie ahead. Your accumulated points at the end of the game will be your personal mark for finding out how good of an adventurer you really are! A cooperative game for 1-4 players that takes them through an adventure across two game boards! Use your limited resources as you trek through Middle-earth, gathering gold and gems as you defeat the treacherous creatures and obstacles that stand in your way! Overcome calamities that will stall your efforts to complete your journey and claim victory! Work with your dwarven companions, who assist you in your travels as you encounter challenges that will need either a sharpened sword or quick diplomacy to overcome!
You know you want to play this game from such a great epic story, thanks Cryptozoic Entertainment for giving us that chance
Release Date: Jan 2013
$ 39.95
The City, an expansion for Talisman, provides players with six new characters, three alternative endings, its own deck, and a host of shops for all your questing needs. Collect bounties listed on the Wanted Posters at the City Gate and fill your pockets with gold before doing some serious spending. Secure a steed from the Stables, pick up Pets or Potions, or head to the Armoury and the Magic Emporium. Visit The City in Talisman as you compete for the Crown of Command!
Key Selling Points
• An expansion for Talisman that adds an entire new region to one corner of the board
• Shops give players a wide range of options for spending gold for treasure, followers, and more
• Includes a special City-themed deck of adventure cards featuring new monsters and events specific to the City environment
• Bounties let players use combat to earn more gold
• Contains one hundred and seventy-seven new cards and six new characters with plastic figures
Get this and many more from Fantasy Flight Games to start playing with friends soon
This is long over due, but I wanted to make sure that I gave this game a proper play test. Mage Wars is a mutation of the board and card game genres that borrows a miniature game feel. That is, it combines elements from card and board games to create a unique play experience. In this article we will focus on mechanics, “deck construction”, combat and more.
But before going crazy on the game let’s talk about their history. The crew at Arcane Wonders started developing Mage Wars five years ago. In that time they have run several play tests and visited several convention; experiences that they used to further develop the game.
The basic idea behind Mage Wars is that you control a mage in the battle arena. Each mage casts spells to defeat the other in tactical combat of magic. When one mage has lost all their life the game ends. The basic game comes with everything for two mages four mage options.
At first Mage Wars is a little bit overwhelming to learn. But the support offered by Arcane Wonders makes the curve an easy burden. They have how to videos and a packaging disclaimer. They are doing a great job keeping in touch with the players, which is a great asset to the game.
Where do you start talking about a new game type. I think it would be easiest to start with the board. It is pretty basic. It establishes the arena where you will perform combat. The board also features the mana counters, quick reference chart and a life chart. Further the board is gridded into 12 zones for easy movement and combat. At the start of a game each mage is in an opposing corner diagonally. Since there is no diagonal movement in the game this pretty much safeguards the players from a cheap victory.
One of the most unique and fundamental aspects of Mage Wars is the “deck construction”, which isn’t deck construction at all. In Mage Wars there is no drawing. When you sit down to play Mage Wars you start by choosing a mage. The basic game comes with four mages. Once you have selected one you will build your spell book out of the cards you own. I should note that your choice in a mage will affect what spells you can choose. Each mage has schools of magic it can use. While playing you get to select your spells from the spellbook. You start the game with zero spells. During the planning phase each player selects 2 spells. As a big CCG player I find this to be the coolest element. There is no top deck, or bad luck. You are responsible for your choice, which means it is tactics and not luck of the draw. There is still some luck involved in combat, but for precombat mistakes only you are to blame.
Each round is broken into two stages, ready and action. In the ready stage you prepare by adding mana, picking spells, and applying upkeep effects. During the action stage mages take turns casting spells, summoning, placing enchantments, and attacking. The exchange of turns is based on initiative that is rolled at the start of the game. Action markers are used to designate what in play cards can and can’t be used.
Combat is where the awesome stuff happens. It is a pretty simple system. Mage Wars uses special d6’s for combat.
Rather than listen to me stumble through combat with words you should watch these videos. They walk you through a few turns of the game.
Mage Wars is a unique gaming experience. It sets up an arena where mages collide. You can easily have a lot to command once the game gets rolling. The mechanic that puts Mage Wars over the top is the spellbook. By removing luck of the draw from the game it opens up so many doors to strategy. While it may look like other board games it is not. This is a game that you absolutely must try in order to judge it.
You can learn more about Mage Wars here.
Watch as Matt delves into Dungeon from Wizards of the Coast.
Dungeon is not what I was expecting. I was expecting a game that leaned more towards an RPG feel. But after I got over my expectations and played the game for what it is; a board game. I thoroughly enjoy Dungeon. The game is simple enough that an eight year old can grasp the concepts While an adult can seek more tactical challenges.
The concept of the game is to gather treasure. Each player assumes the role of a character; Rogue, Cleric, Fighter, or Wizard. Each Class has a set amount of treasure they need to gather and then get out of the dungeon. Combat is pretty simple you roll two dice and compare the roll to the number you need to beat on the monsters card. The greater the challenge the greater the reward. The rules suggest appropriate threat levels for the classes. To be blunt Rogues are wimps so they fight low level monsters.
All in all the game turned out to be pretty good even though I expected something else. You can play Dungeon with 4 player a couple of times in an evening fairly easily.
Watch and learn as Lisa and Deborah teach you how to play Pink Hijinks from Looney Labs.
You can learn more over at Looney Labs.
Watch as Lisa and Deborah show you how to play Pharoah
You can learn more at Looney Labs