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Wonderland’s War Deluxe KS
45m - 75m
2 - 5 Players
Ages 13+
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
Fantasy
79.00
€
30 day low:
Out of stock
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Kickstarter – Gamefound
Board Games
Strategy
Family and Children
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Adult
Thematic
Ελληνικα Παιχνιδια
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Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
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Sapphire Sleeves
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bcnevan
Wonderlands War is a game that leans into what it is best at. A session of mad area control, if you will, which is fitting. The art is just perfect. There were lots of laughs as the chit draws unfolded and as we saw how many ways they built irreverence into the game. Learning what the avatar powers are for all players can be important for planning. Likely, it is a half-controlled ball of chit draw chaos with powers bringing even more instability. It may be overstuffed, too. Bag building with two different pools of tokens to acquire. Quests that give you points if pulled off. Castles for continued presence in areas. The round-by-round battles for area control. The draft phase. The resource mini game. Wagering on winners of the area control battles. And I'm probably forgetting one or two others. It is perhaps a lot of rules for the game it is. The box for the Deluxe version is obscenely large. The premium chits are kinda a must, though they appear as if they will be sold separately at some point.
BallenFam
We played the first time at Bake Battle & Roll in Doncaster, UK. We like this game a lot, the rule book is well written and has an awesome player aid flowchart. Very quick gameplay. choices are never simple and the push your luck battling system is very smooth.
Andy Parsons
Wonderland's War (WW) is a mishmash of mechanisms we have seen elsewhere. Central to the game is bag building. This draws comparisons to Quacks of Quedlinburg because of its push your luck element. Quacks has its cherry bombs, while WW adds madness chips to your bag. Those madness chips can whittle away your meeples in an area until there are none left to contest it. Chips and other things are acquired by drafting cards from the Mad Hatter's table, moving around it in a single direction (Knizia's Tutenkhamen may be the earliest example of that). Factions are asymmetric, though thankfully not so wildly as to each require its own section of the rulebook. Each faction has a few special abilities that can be unlocked as the game progresses (see Cthulhu Wars and many others). Victory points are earned from area majorities, yet it's not just matter of plonking more meeples than an opponent in an area. Those areas are fought over (see Eric Lang designs from Chaos in the Old World onwards) and not winning can be to your benefit (see Eric Lang designs from Blood Rage onwards). So, WW is a mishmash. However, I come not to bury this game but to praise it. Sometimes familiar mechanisms are assembled with such craft that the game is simply a pleasure to play. The limitations of the draft and the selections of your opponents require constant readjustment of your strategy. The chip pulling, push your lucking conflicts over areas have a nice tension. Once you're over the thematic bump of the likes of Alice and the Cheshire Cat going to war, there's a lot of Wonderland-ish detail to enjoy in this game. The sense of escalating madness is thematically spot on. I have the retail version of WW. The standees and cardboard chips are serviceable. Production quality is generally good. The box insert is terrible. You need to store anything flat underneath it and then the bagged cards and pieces still won’t fit on top. Insert binned. The big and bold and colourful artwork is a joy. The rules are basically sound, but do creak under the weight of the many special abilities and their interactions.