The White Wizard Game fair Draws Near

 Gaming News  Comments Off on The White Wizard Game fair Draws Near
Nov 162016
 

The White Wizard Games Fair is less than 2 weeks away! Come play Star Realms, Hero Realms, and Epic Card Game with us. Lots of fun and over $100,000 in prizes!

Preregister by Nov 13th with the Discount Code WWGFAN10 to save $10 on a weekend Gamer Pass. If you pre-register for the FREE General Pass or the Weekend Gamer Pass, you will get a free promo card at the show. The WWG Fair on Nov 18-21 in the Boston area features:

  • Learn to play Hero Realms, Star Realms, and Epic Card Game
  • Star Realms Legend Series – winner becomes a character in the game!
  • Hero Realms Legend Series – winner becomes a character in the game!
  • Daily Star Realms $1,000 Digital Tournaments
  • Hero Realms Campaign Adventure Play
  • Learn to play our newest, unreleased game
  • Buy our newest products not yet available in retail

Meet the community:

  • Meet the game designers, Rob Dougherty and Darwin Kastle
  • Get to know our artists: Antonis Papantoniou, Johnny Morrow, and Dylan Safford
  • Meet and play Star Realms against top-ranked Star Realms players: Benjamin Gartner (Benjotron), Matt McCracken (MattM), Matt Newburg (TheCutter), Chris Shaner (Crshaner), and Ola Vikesland Maehle (Dommola)
  • Meet and play Epic Card Game against Magic the Gathering Pro Tour players: Sam Black, Randy Bueller, Justin Cohen, Paul Rietzl, Tom Ross, Matt Sperling, Adrian Sullivan, Gerry Thompson, and Gary Wise
  • Meet the author of the new Star Realms novel Rescue Run and be the first to get a signed copy of his book!

Epic Card Game World Championship:

  • 12 Last Chance Qualifiers for the $100,000 Epic Card Game World Championship
  • The $100,000 Epic World Championship with the winner taking home $25,000, there are still a few more qualifiers before the Fair listed here.

Register Now! If you pre-register for the FREE General Pass or the Weekend Gamer Pass, you will get a free promo card at the show. If you are a game blogger/reviewer, contact debbie@whitewizardgames.com for a press pass. If you are traveling in from out of town, you can reserve a room at a discounted rate via the White Wizard Games Room Block. We hope to see many of you at the fair!

Can’t make it to the event? We will be livestreaming the Star Realms Digital $1,000 event on Saturday at 11 am and various other events, and we will be livestreaming the Epic Card Game World Championship on Sunday and Monday on The White Wizard Games Twitch Channel.

Words With Phil Reed from SJG

 Origins 2015, Words With  Comments Off on Words With Phil Reed from SJG
Jun 132015
 

In this interview with Philip Reed, the CEO of Steve Jackson Games, we talk about his role in the company, an anniversary and more.

Check back soon for our the game play video of Mars Attacks Ten Minute Take Down – Starring Phil Reed and his stunt double.

Path of War From DereamScarred Press

 DreamScarred, Pathfinder  Comments Off on Path of War From DereamScarred Press
Oct 212014
 

 Path of WarPath of War

$24.99

 

Let slip the hounds of war!

 

Make martial combat more interesting with the Path of War, a maneuver-based combat system designed and playtested to work side-by-side with all of the standard classes in the Pathfinder Roleplaying Game.

 

Path of War offers new base classes, feats, archetypes, and much more.  Want to use the maneuver-based combat system with your standard Pathfinder Roleplaying Game classes like the fighter or rogue?  Feats allow you to do just that.

 

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Rise of the Zombies From Dan Verssen Games

 Card Games, Gaming News  Comments Off on Rise of the Zombies From Dan Verssen Games
Jan 182013
 

Rise of the Zombies

Release Date: Jan 2013

$ 39.99

Rise of the Zombies All players play cards during a common “Survivor Turn”. Declare which card you are playing, and which zombie you are attacking, and roll dice. This simulates the chaos of combat. Most cards can be used to perform more than 1 function. You can perform as many actions during the Survivor Turn as your cards can support. You can even trade weapons and items with other Survivors in your Location. Once all players have resolved their actions, the Zombies get to attack. It then starts again with the common Survivor Turn. You’ll need to not only act like a hero, but also work well as part of your co-operative team if you hope to survive. If you go running off ahead and no one else has the cards to follow, you’ll be fighting a herd of Zombies on your own – and probably dying. On the other hand, if you can’t keep up with the other Survivors, you’ll soon hear words like, “You wait right here, we’ll come back for you.” Um, yeah.

 

COMBAT Combat is fast and easy. Roll a 6-sided die, add your bonuses and check your Weapon card to see how many Wounds you inflicted. The higher you roll, the more Wounds you inflict. If you inflict the killing attack on a Zombie card, you claim the card and its Experience value.

 

EXPERIENCE Turn in your Zombie cards to upgrade weapons, buy items, and purchase skills. How you play the game is up to you. You don’t gain anything by having other Survivors die, but if you spend too much time trying to help others, it might cost you your own survival. Help them? Leave them behind? It’s all up to you.

I don’t you about but this game has zombies so Dan Verssen Games has one I need to play

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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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Castle Dash From 5th Street Games

 Board Games, Game Night, Games and Education, Gaming News  Comments Off on Castle Dash From 5th Street Games
Oct 112012
 

Castle Dash

$ 25.00

Available now

Neighboring kingdoms have recently acquired lots of treasure. Naturally, this means you must lead your troops into battle to take it! How do you know there’s treasure to steal? Some of your soldiers were spying for you and got caught sending back news of the windfall. So it looks like you’ll have to rescue your soldiers, too… Be the first player to grab 3 coins from your rivals and you win the Castle Dash! Key Mechanics Worker Placement – Soldiers placed to battle and claim bonuses. Dice-Based Combat – Dice rolled to determine combat and cannon fire.

Get this now at 5th street games and  play with your kids, mine can wait till it gets here

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HEAP Game Review

 Card Games, Privateer Press  Comments Off on HEAP Game Review
Aug 072012
 

HEAP is the new card Game from Privateer Press.   It is a Bodgers Game.

The box contains part cards, vehicles, reference cards, and the instigator card.  It also includes the rule book.

The Goal of HEAP is to be the first to add three parts to each of your vehicles.  Once achieved all players participate in the Pile Up for a final decisive victory.

I will have to admit when I was reading the rules I thought this game was going to be awful.  I was wrong.   The rules are hard to follow if you don’t try and play the game while reading them.  That is because it is difficult to process all the information that is given to you as fast as you can read.

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