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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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atlduke
I'm a "Euro Gamer" and I love area control. I wasn't sure how I'd like this one because of the theme. OMG was I wrong. It's crazy, it's looney in some ways, but at it's core it's Euro but inspires such dramatic moments. Moments like, "remember when this happened in this game". It's totally awesome. Crazy, not pure Euro but 80% Euro. Eh? Not sure I got the percentage right. If you want to have a "Euro" experience with friends and laugh? This is the one. This review comes from a hard core CoB and Concordia fan. Very odd I like this Sooooo much.
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.
Anomandras
Very good game with great Art and Minis. Hit the table 20 times already and will keep doing so. I would love some Balancing (that's why it's only 9*) but besides that, i love it.