|Notes from the Great Conclave
The updated FAQ clarifies questions posed by warring wizards
|Wiz-War | Published 13 March 2012|
Rival mages harness magic to master an underground maze in Wiz-War, the classic board game of magical mayhem for 2-4 players. While sorcerers sling their spells, fling fire, eat walls, and assume slimy shapes, they need to stay focused on their wily rivals. It’s a wild magical melee, with every mage for himself (or herself), and you’ll want to absorb the rules as cleanly as possible to train all your brilliant brainpower toward tricks and battle!
In order to clarify some of the game’s finer points and to address our fantastic fans’ most frequently asked questions, we are pleased to offer the latest Wiz-War FAQ.
Producer Mark O’Connor introduces the new FAQ
Greetings fellow wizards! After a great conclave with designers Tom Jolly and Kevin Wilson, I am delighted to bring you this updated Wiz-War FAQ (version 1.1). Players have been eager for some of its clarifications and answers to gameplay questions.
This document includes limited errata, clarifies a few points in the core game, and presents answers to players’ most frequently asked questions, including questions about the workings of a few particular cards.
We hope these clarifications allow you to resume your spellcasting in full force.
May you be the last wizard standing and your hands full of treasure!
–Mark O’Connor, Wiz-War Producer
Deep underground in a magical maze, dueling wizards scheme to steal each other’s treasures during the classic, clever (and sometimes comical) confrontations of Wiz-War! This classic board game of magical mayhem for 2-4 players pits players’ wizards against each other in a stupendous struggle for magical mastery.