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Mage Wars Arena
90m - 90m
2 - 2 Players
Ages 13+
Dice rolling in a game can be used for many things, randomness being the most obvious. Dice can also be used as counters. The dice themselves can be unique and different sizes, shapes and colors to represent different things.
Dice Rolling
The simultaneous action selection mechanic lets players secretly choose their actions. After they are revealed, the actions resolve following the rule-set of the game.
Simultaneous Action Selection
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Fantasy
54.00
€
30 day low:
Out of stock
Search for:
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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AdmiralACF
When I first saw the components for this game, I didn't think I was going to enjoy it. I'm not a fan of tactical games where players are moving units around the board and rolling dice for attacks. So it was quite a surprise to me when I ended up really enjoying this game. The game seems to have good strategic options and lots of replayability. As far as dueling games go, I really enjoy this one. Addressing the aforementioned concerns, the board only has 12 spaces, so while there is a bit of tactical maneuvering, this is not the main focus of the game. And the dice add some randomness without being an overwhelming factor in the game. This is because the range of numbers on the dice is only 0-2, rather than 1-6, and you're rolling lots of dice, which means over time luck with the dice should just about even out. I was concerned that having one's entire deck at their disposal would create an analysis paralysis nightmare, but the fact that you can only pick two cards to use each turn actually limits the number of decisions you have to make and helps turns move more quickly than they would if you had access to your whole spell book throughout each turn. And, obviously, having access to your whole spell book means you don't have to worry about not drawing the cards you need when you need them. And the ability to customize the spellbooks with a sort of deck-building process really appeals to the CCGer in me. UPDATE: After playing for the first time with constructed spell books, I still enjoy the game, but it is not a short game. We played a 2v2 team game that took 2.5 hours, which longer than I like to put into a single game. This has bumped my score from 8 to 7. I still enjoyed it, but can't see playing it all that often. +Nice balance of tactical play and deep strategy. +Spellbook allows access to all of your cards every turn. +Ability to customize your spellbook. +Relatively simple rule set. +Quality art and components. +Lots of room for designers to explore in expansions. +Once players are familiar with the game, it plays quickly. -Having access to the entire spellbook can be intimidating for new players. -Lots and lots of keywords require lots of flipping through the rulebook. Really needed to include cheatsheets for these. -A few fiddly rules and ambiguous card interactions (but what expandable card game doesn't have these?)
AlexCadwish
Found it in a local game store for 40.... Great surprise!!!!! Spellbooks are really fun to create and play!
Alice Wunderkind
I love this game because it is a high level of customization with a low level of chance. I would recommend this in a heart beat.