Wizard War |
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This is a post-fact
description of “Wizard War,” which was more of an exercise in learning
GWT and never seemed playable enough to put out for alpha testing.
Wizard War is a
competition between four wizards who use spells and magically created
servants (Golems) to take over towns and cities in the surrounding
countryside. The game is an
attempt to merge a deck building game like “Dominion” with a secondary
map that includes units and placement (kind of like the two tier
strategy in “Glen More”). |
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The game consists of four
types of things:
·
Movers: Your wizard and
golems
·
Cards: One of four
elements, water, fire, earth and air, or a mana card
·
Spells: Which give you additional capabilities; these may be free or
may require cards to activate
·
Locations: Towns, Cities, and Keeps
Movers
Movers are your units for
acquiring locations and taking actions.
Only one mover may be in a location at a time; if you attempt to
move to a occupied location, your move fails.
Each mover can do one order (aka action) per turn.
That may be to move, to acquire cards and put them in your draw
pile, purchase spells, move cards from your draw pile into your hand or
vica-versa. There are spells that give you additional Golems, which
allow you to capture more towns.
Towns = Victory points!
Movers can also attack
movers in adjacent towns.
Golems are eliminated by attacks unless they have spells to deflect
them. Wizards are damaged
each time; after four “hits” the can no longer take any action other
than to move.
Cards
Cards are the currency of
the game; with them you can purchase or activate spells.
You have your hand and
your draw pile. Your hand
are the cards you can play, so you can only do actions who’s cost comes
out of your hand. The number
of cards in your hand is limited to four at the beginning of the game,
but you can increase that with a spell.
The draw pile are the cards you’ve collected to date.
When a card is drawn from the draw pile, it’s selected at random.
There are other spells that allow you to select a subset of the
cards, increasing your chance of drawing what you want.
Spells
You purchase spells with
two mana cards; once you “know” a spell, you can cast it as an action
(by you or your golems).
Some spells have a card cost; you must have the cards in your hand to
cast the spell.
There is one additional
spell that gives you victory points, but it requires eight cards, so you
must build up to it!
Locations
Locations include Towns,
Cities, Mystical Areas, and Keeps.
Towns have one resource card to pick up.
Cities have two, but you can only pick up one at a time.
Resource cards are replenished if the town/city is left empty.
Keeps are “safe” spots
for the owning wizard; you cannot be attacked in your keep, and you
regenerate one point each turn up to the maximum of four points to
absorb attacks, and you can take actions there.
Mystical Areas are
healing locations. You
cannot be attacked in a healing location.
If your wizard is in one at the end of your turn, they regenerate
one point. Golems cannot
enter mystical areas. |
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The Player info report shows each player and the number of spells/cards/towns and total victory points, as well as the cards in their hand. | ||
The turn results report displays the results of your orders | ||
The order report provides a list of the available spells, the order they are cast in, whether you start with the spell, whether you can use it more than once a turn, the type of spell, and the cards necessary to cast it if you own it. | ||
The Admin Console is for game administrators to create a game, assign player names and passwords, and flag whether a player is a computer player or not. | ||