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Mage Wars: Forged In Fire
Expansion of:
Mage Wars Arena
2 - 2 Players
Ages 14+
Card drafting games are games in which players pick cards from a limited subset, such as a common pool, to gain some advantage (immediate or longterm) or to assemble hands of cards that are used to meet objectives within the game.
Card Drafting
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
27.00
€
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Kickstarter – Gamefound
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soccastar001
Like the Conquest of Kumanjaro expansion, this one introduces alternate versions of existing mage classes as well as a ton of new cards for Mage Wars. One of the new mages is a female Warlock who specializes in loading up on equipment and rushing to the front lines herself. The old Warlock was already used that way more often than not so it's nice to have a mage actually designed for that. It also kind of makes you feel like the game designers are also players with an eye and ear on the community. The other is a dwarf Warlord with a neat rune mechanic that lets him put different abilities on different creatures and bolster them in different ways. Nice ability to use with a mage class all about building huge creature armies. And of course a ton of extra cards to add more options and variety to the game is always a boon.
Knecht Ruprecht
This expansion actually made the mage I considered weakest by far to be playable. I am not yet sure, whether he is on the same level as Wizard or Druid, but he is fun to play and certainly not without chance (anymore). And I like the new Warlock, even though I still prefer the old one.
Rodge
This expansion addressed the issues with the Warlord, and then some. The veteran ability of the original Warlord was a nice idea, but was not generic enough to cope with a lot of matches. While it might work well vs a Beastmaster with lots of small creatures - it's a blank ability v a Forcemaster. The new Warlord focused on boosting his own equipment (including making one a cantrip) as well as being able to boost all soldiers on the field. This is the essence of the feel of the Warlord to me - get a lot of soldiers out there and command them! On the other side, we got the new Warlock. She specialised in burning creatures - getting heavy bonuses when characters are on fire. Having played her a few times, I found her fun - but ultimately just not as good as the original Warlock. Still definitely worth playing though! The new Dark/Fire spells were OK, mostly focusing on maintaining burns on a character. The War spells were much better. Harshforge Plate being a good deterrent to anyone looking to dissolve things. The Generals Signet Ring allowed you to get over the Warlord 9 channeling and can work multiple times per round! "Akiro's Favour" and "Brace Yourself" are two amazing (and underrated) spells that people should always consider having in any book.... "Hurl Rock" is another cheap attack spell that is always well worth having. Not the best expansion they've released, but still a cracker!