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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
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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Aertirath
Own the kickstarter deluxe edition with the premium chips. Amazing art and production. The game itself is also very fun in the two phases. The only concern is that the balance between factions is off, Hatter > Jabberwocky > Cheshire Cat > Alice > Red Queen, to the point that only Hatter (most) and Jabberwocky have ever won a game, despite switching between players. Great fun in building the bag and pushing luck during battles, along with the character development (forging and upgrades), Wonderlandians and what they bring both tactically and strategically, and the sheer tactile joy of interacting with the game.
aFamilyOfTrees
Played once, 3 players. This game is a really interesting mix of card drafting, bag building, board upgrading, and area control. Each player has their own faction with one special ability and more you can unlock. Everything in the game is built around the Alice theme, which is nice, but the gameplay doesn't feel especially rooted in the Alice universe. In other words, this could easily be re-themed to almost anything else. The game is played over 3 rounds, and in each round there's a 'Tea part' and then the war. During the tea party you'll be drafting 4 special effect cards. These give you a number of benefits, like more chips in the bag, more soldiers on the board, upgraded abilities, special Wonderlandian soldiers, etc. Some that are really good require you to roll the shard die and take shards. The person with the most shards at the end of the party will take an extra negative chip in their bag. In the war phase you resolve each of the 5 regions in turn. How they get resolved is that each person in the fight pulls a chip from their bag one at a time. You add as much strength from that chip and resolve its effects if any. If you draw a negative chip, you'll have to remove one or two soldiers from the zone. The battle ends if someone gets to 25 strength or when all players pass. The winner is the person with the most strength. Both phases are quite enjoyable. The tea party is fun because you're drafting these different special cards, all of which give you something good. If you want to get a really good card, then you'll have to risk also having the most shards. The draft is done on a time track as well and you're penalized for each lap around the track, which adds some interesting tension. The war phase is the most fun and has the greatest potential for frustration. Using push-your-luck to decide area control is such an interesting idea. I had the most fun getting psyched out for my bag pull and either being elated with a good chip or crushed by a madness chip. Everyone around the table can get into it. Ideally, if you build your bag well, you should be able to perform well, but you're always at the mercy of luck. This is probably my only complaint about the game, it needs more luck mitigation. In the last round of the game I had 1/3 of my bag as madness chips, but I consistently kept drawing them. The chips go onto a madness track, and once that fills up then everything goes back into the bag, including the madness. So if you draw 6 chips and 4 are madness, then you're actively harming your bag. It really seems like maybe your bag shouldn't reset until you've gone through all your chips. Overall, this was a very fun game and I'd definitely play it again and try different factions and strategies. Your mileage may vary depending on how much you like push your luck and the group you play with. Currently a solid 8.
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.