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Wiz War virgin
I've got my brother and a buddy coming over on Saturday to play some games. I'm looking to bust out my new, unpunched copy of Wiz War. None of us have ever played it before, and I'm very excited. However, after reading over the rules, I'm wondering if you guys have any suggestions for which boards we should use (new or classic), which magic schools, which victory conditions, etc.? It looks like there's a whole bunch of different options. Any thoughts on the best way to play for a bunch of Wiz War newbies??
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- san il defanso
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- Disgustipater
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- san il defanso
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I also remember the time that someone killed me by dragging me over a rosebush over and over again until I died.
This is one game I've not been able to make happen much since moving to Texas, and it's a shame. It really is one of the best ones out there.
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- hotseatgames
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hotseatgames wrote: I have not used the classic rules, so I'll have to try that. For my first time I went with the suggested spell schools they talk about in the front of the rulebook. I think I used the new side of the maze boards, but I really didn't see a lot of difference.
This is one of the things I was curious about. I found a post on BGG that suggested you throw all the cards from all the schools into one big pile, and go with that. That sounds like more fun.
Thanks for the feedback everyone! I'll let you know how it goes. I watched the Sit Down & Shut Up video where they played Wiz War, and it was fucking hilarious. Game looks great, I can't wait to play it.
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Regardless of the rest of the old rules, that one never should have been marked as optional. It completely jacks up the offense/defense mix of the game if you're not constantly watching your own treasures.
Most of the "race" problem people find is due to that.
In general, I like the old rules (and don't like those kids on my lawn), but Deadly Treasures is an absolute must in any scenario.
The other ones that are almost as important are Uncluttered Minds and Permanent Creations (which go together, really). Look at San's story about walling in a player, and then being switched. Now imagine the let-down when the walled-in player says "okay, so I'll just stop maintaining this wall and walk right out."
That's boring. Placing objects that end up screwing you half an hour later is part of the fun. Don't murder the fun.
Also, regarding old-vs-new boards, the old boards tend to be twistier, with a slightly higher number of spaces to get from an entrance to a treasure. That slows down the treasure race a bit, and gives more time for spell-slinging. My recommendation is to play either, but be sort of wary of mixing them.
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- san il defanso
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Also, what are you doing on BGG looking at Wiz-War advice? Those fools have no clue whats up. They argue over timing of cards, spell wording...EVERYTHING. Here is a pro tip...don't sweat the details in Wiz-War. If something can happen that is bullshit-y, wizard-y and ridiculous...it's probably allowed. That is what makes the game amazing.
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This is the real life lesson here. Everyone tries to make game rules so air tight these days, like it needs to get programmed for the App Store next week with perfect fidelity. WIZ-WAR is a crazy mess and really needs to stay that way. I wouldn't ban counter spells, but they should be rare to maximize the insanity of the whole experience. That way, when someone actually does have two of them and screws the whole world it'll be even more exciting and awesome.Egg Shen wrote: Also, what are you doing on BGG looking at Wiz-War advice? Those fools have no clue whats up. They argue over timing of cards, spell wording...EVERYTHING. Here is a pro tip...don't sweat the details in Wiz-War. If something can happen that is bullshit-y, wizard-y and ridiculous...it's probably allowed. That is what makes the game amazing.
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- san il defanso
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The base game is a bit heavy on counters, though not enough that I felt compelled to remove any. But with both expansions in there, it's a good deal more insane.
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