Magic the Gathering: Face the Hydra Challenge Deck Display

 Card Games, Magic The Gathering, Magic The Gathering, WizKids  Comments Off on Magic the Gathering: Face the Hydra Challenge Deck Display
Oct 052013
 

Magic the Gathering Face the Hydra Challenge Deck DisplayMagic the Gathering: Face the Hydra Challenge Deck Display

$71.94 SRP

 

 

Theros is the first set in the newest Magic: The Gathering block and also a brand new plane in the Magic Multiverse. The setting is inspired by Greek mythology, a theme that longtime fans have always asked to see interpreted by the award-winning worldbuilders and designers of Magic. The plane of Theros is ruled by a pantheon of all-powerful gods. Krakens, minotaurs, and other monsters threaten the safety of walled cities. Heroes rise to battle, bolstered by their devotion to the gods. The set tells the story of Theros with new cards that include: legendary god creatures, powerful enchantments, and brand new Planeswalkers.

 

Your Game Day kit includes an innovative new activity for you to host at your store! Challenge Decks offer players a chance to pit their Standard decks and Hero Cards against a powerful mythological enemy that plays by its own rules.

 

Game Day Face the Hydra Challenge Deck Kit Contains:

• 2 Face the Hydra instructional Playmats

• 2 Face the Hydra Challenge Decks

• Double-sided countertop display stand

 

When you schedule a Theros Game Day event youwill be sent a Face The Hydra Challenge Deck Kit(1 kit per WPN location).Scheduling Game Day also allows you to pre-order the retail version of theFace the Hydra Challenge Decks (6 for WPN Core stores, 12 for Advanced stores).

 

ACD will be offering WOC pricing on this product so please select ACD Distribution when scheduling your Theros Game Day event with Wizards of the Coast and do not miss out on this mythic adventure for Magic: The Gathering!

 

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Talisman: The City Expansion From Fantasy Flight Games

 Board Games, Fantasy Flight Games, Gaming News  Comments Off on Talisman: The City Expansion From Fantasy Flight Games
Jan 172013
 

Talisman: The City Expansion

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

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Jan 092013
 

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.

  • Blanks are misses.
  • Numbers are hits.
  • Exploding numbers are critical hits.
  • Some spells have special effects that only trigger if you roll the correct result. 

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.

 

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Spellweaver From Cubicle 7

 Cubicle 7, RPG's  Comments Off on Spellweaver From Cubicle 7
Aug 052012
 

Spellweaver

$ 19.99

 

The Spellweaver presents an alternate magic system that transforms arcane magic into a matter of skill and not just level climbing. This skill-based system, Spellweaving, allows the spellcaster to manipulate the threads of magic that spread throughout Existence like an infinite web of arcane energy. Inside you will find instructions on how to integrate this new form of skill-based magic into your game setting, or how to replace the existing magic system outright.

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Jun 052012
 

Mage Wars®: The Customizable Card-Driven Tactical Board Game of Dueling Mages!

This is an Interview with the creative director and writer from Arcane Wonders. They discuss some background information on Mage Wars and explain what has been going on for the last two years. Then we move to a Mage Wars box review.

 

 

 

 

We should have have demo filmed of the first couple of turns for you in a couple of days.  I hope you enjoyed thathese guys tooks some time out of their very busy schedule for you.  Check them out on Facebook here.

Mage Wars is expected to release in August of 2012, from Arcane Wonders.

Thanks again.  Look forward to seeing you again at Gen Con.

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Magicians Kitchen New From Playroom Entertainment

 Board Games, Gaming News, Playroom Entertainment  Comments Off on Magicians Kitchen New From Playroom Entertainment
Dec 202011
 

Kaboom!  A colorful cloud of smoke billows out of the cauldron out from the cauldron in the old Magicians Kitchen™ where the magicians apprentices are learning the art of cooking magic potions.  Each ingredient must be tossed carefully into the pot, but hidden areas in the board may trip you, causing your ingredients to go flying.  Make sure you don’t stumble or the potion will be ruined.  Once all the ingredients are in place, its time to light a fire under the cauldron for the final test to see who can make the potion the fastest.

Game Features

  • unique use of magnets
  • great for adults and children
  • promotes dexterity and eye coordination
  • uses memory and enhances critical thinking
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Dec 152011
 

Hermetic Projects

You are a Hermetic magus, one of the greatest wielders of magic Mythic Europe has ever seen. You can control the winds with a word, the beasts with a gesture. You can create a forest in a matter of moments, and destroy castles with a thought. No secret of mortal man is safe from your investigation. So, what do you do with all that power? Build a covenant inside a volcano, or a tower that touches the sky. Construct enchanted ships to sail any ocean, or even on the clouds. Collect magical beasts from across Mythic Europe and beyond, or become the most deadly opponent in Wizard’s War that the Order has ever seen. You could even cheat death itself. This book describes the spells and enchantments needed to achieve these marvels, using the Hermetic magic taught to every apprentice of the Order of Hermes. What wonders will you create?

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