Mage Wars

Mage Wars

Mage Wars is the customizable strategy game of dueling mages. Players take on the role of powerful mages, stepping into the arena to battle for supremacy. Mage Wars is a unique genre-breaking concept, combining the best elements of customizable card games and tactical miniature games.

Players can play as a Wizard, Warlock, Beastmaster or Priestess; each with their own unique strategies and style of play. The game is fast-paced and exciting, with tough tactical decisions every turn.

Players build their own custom spellbook, with over 300 spells to choose from! The game is not collectible – players have equal access to the same spells. There is no random card drawing – players choose exactly which spells to cast, when they want to cast them! This allows for an unprecedented level of rich strategy and tactics.

Summon powerful creatures into the battle, hurl lightning bolts and fireballs, adorn yourself with mighty weapons and armor, or lay a network of hidden enchantments to take your foe by surprise. All of this and more awaits you in the arena of Mage Wars! With subtle strategies and diabolical surprises, the balance of power can shift each round, keeping the game exciting and victory unpredictable.

Future expansions will offer new mages, spells, and strategies! Very important: Mage Wars is customizable, but not collectible. Everything you need to play is in the box, and players can carefully choose just the expansions they want.

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Impressions: Mage Wars

Impressions: Mage Wars

Quinns: Readers, viewers, assorted junkies of SU&SD, I’m SORRY.

Mage Wars came out last year. I heard it was stunning, but seeing its box in my local game shop, with its non-standard dimensions and underwhelming logo, I was warded away like a vampire. Hsss!

If you’re going to ask me to be a wizard, at least give me the style of Summoner Wars. The global scale of Mage Knight. The sense of humour of Wiz-War. Don’t ask me to summon unicorns unironically.

But the praise didn’t stop. This year I heard it was the Dice Tower’s 4th favourite game of all time. Rab, of RPS’s wonderful Cardboard Children column, assured me it was “the real deal.” And oh, yes. Oh, baby. This game’s just wonderful.

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Descent: Lair of the Wyrm

Descent 2e: Lair of the Wyrm

Bring even more adventure to Descent: Journeys in the Dark Second Edition campaigns with Lair of the Wyrm, an expansion that introduces new heroes, classes, monsters, quests, and more! Heroes can now discover secret rooms and investigate suspicious rumors, while the Overlord equips himself with deadly never-before-seen tricks as he fields a powerful new lieutenant. Dark secrets await within Valyndra’s lair. Do you have the courage to face the dreaded Wyrm Queen?

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Review: Descent 2nd Edition

Review: Descent 2nd Edition

Quinns: oh my god what’s going on where am i

Paul: HELLO.

Quinns: GOD WHAT’S HAPPENED TO YOUR FACE

Paul: So I hear you’ve been playing the new Descent without me.

Quinns: Look I-

Paul: I think it’s time we had a chat, don’t you? Would you like to sit down?

Quinns: I can’t sit down because you’ve amputated my bum and also I’m hanging from a hook.

Paul: Then let us begin.

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Labyrinth: The War on Terror

Labyrinth: The War on Terror

2001: The “American Century” had closed with a single Cold War superpower standing and a pause in conflict that some at the time dubbed “The End of History”. It wasn’t.

Labyrinth takes 1 or 2 players inside the Islamist jihad and the global war on terror. With broad scope, ease of play, and a never-ending variety of event combinations similar to GMT’s highly popular Twilight Struggle, Labyrinth portrays not only the US efforts to counter extremists’ use of terrorist tactics but the wider ideological struggle — guerrilla warfare, regime change, democratization, and much more.

From the award-winning designer of Wilderness War and later Andean Abyss, Cuba Libre, and A Distant Plain, Labyrinth combines an emphasis on game play with multifaceted simulation spanning recent history and near future. In the 2-player game, one player takes the role of jihadists seeking to exploit world events and Islamic donations to spread fundamentalist rule over the Muslim world. The other player as the United States must neutralize terrorist cells while encouraging Muslim democratic reform to cut off extremism at its roots. With the game’s solitaire system, a single player as the US takes on ascending levels of challenge in defeating al-Qaeda and its allies.

The jihadists must operate in a hostile environment — staying below the authorities’ radar while plotting terrorist attacks and building for the Muslim revolution. Will Iran’s Shia mullahs help or hinder the Sunni jihadists? Will the gradual spread of Islamist rule bring final victory — or will it be a sudden strike at the United States with an Islamic weapon of mass destruction?

The United States has the full weight of its military force and diplomacy at the ready — but it can’t be everywhere: will technological and material superiority be enough? US forces can invade and topple Islamist regimes, but how will the Muslim “street” react? And if quagmire results, how will the US find its way out?

Labyrinth features distinct operational options for each side that capture the asymmetrical nature of the conflict, while the event cards that drive its action pose a maze of political, religious, military, and economic issues. In the parallel wars of bombs and ideas, coordinated international effort is key — but terrorist opportunities to disrupt Western unity are many. The Towers have fallen, but the global struggle has only just begun.

“Let’s roll!”

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Memoir ’44

Memoir '44

Memoir ’44 is a unique historical game where players command a horde of little plastic Army men facing-off in dozens of WWII battles on an oversize hex game board.

Each battle scenario mimics the historical terrain, troop placements and objectives of each army. Deploying forces through a variety of Command cards, the smart commander uses the unique skills of his units – infantry, paratroopers, tanks, artillery, commandos and resistance fighters – to its greatest strength.

Easy to learn and fast-paced, Memoir ’44 requires strategic card play, timely dice rolling and an aggressive, yet flexible battle plan to achieve victory!

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Your Primer on… Wargames

Hannibal: Rome versus Carthage

(SU&SD is proud to introduce Matt Thrower, Pro Wargamer, who offered to cover wargames for us. It all sounded a bit suspect, so we sent Brendan to investigate.)

Brendan: Hi. Matt, right?

Matt: Hi there! Come in, come in. Did you have a pleasant journey?

Brendan: I don’t know. What was that waste I had to cross?

Matt: Not now, Brendan. Come with me. The US has declared victory in the war on terror.

Brendan: Right. Wait, what was that? And how do you know my name?

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Mansions of Madness

Mansions of Madness

Horrific monsters and spectral presences lurk in manors, crypts, schools, monasteries, and derelict buildings near Arkham, Massachusetts. Some spin dark conspiracies while others wait for hapless victims to devour or drive insane. It’s up to a handful of brave investigators to explore these cursed places and uncover the truth about the living nightmares within.

Designed by Corey Konieczka, Mansions of Madness is a macabre game of horror, insanity, and mystery for two to five players. Each game takes place within a pre-designed story that provides players with a unique map and several combinations of plot threads. These threads affect the monsters that investigators may encounter, the clues they need to find, and which climactic story ending they will ultimately experience. One player takes on the role of the keeper, controlling the monsters and other malicious powers within the story. The other players take on the role of investigators, searching for answers while struggling to survive with their minds intact.

Do you dare enter the Mansions of Madness?

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Review: Mansions of Madness

Review: Mansions of Madness

Quinns: I’ve reviewed Mansions of Madness on the Eurogamer! Anyone interested in just how ambitious a board game can be should read this one. Or anyone interested in a couple of private stories from our gaming table.

“I’ll never forget the time my friend played team psycho Michael McGlen. He idly wandered into a shed, alone, where the Keeper deployed about six cards in a comedic level of bullying. Two turns later Michael ran out of the same shed with a back injury, no shotgun and a crippling fear of the rest of us, whereupon the shed promptly exploded.”

Paul: YOU PROMISED YOU WOULDN’T TALK ABOUT THE HORRORSHED.

Quinns is right, though. This is a very strange, but hugely impressive game that everyone should know about, even if it’s just to steer clear. Go read!

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Games news! 01/04/13

Ultimate Werewolf: Inquisition

Good morning, trouble! It’s Monday. The bad news is you’re back at work, but the good news is that so are the world’s board game designers! Imagine them all, staring at blank pieces of paper, perspiring faintly like chickens trying to birth unnaturally large eggs.

We start with Plaid Hat Games, who’ve just let slip a wad of information on their upcoming BioShock Infinite board game, The Siege of Columbia, AND have begun accepting pre-orders for $25 off the retail price. But will it be good, or not-good?! We just don’t know. The designer, Isaac Vega, has two games coming this year from Plaid Hat, this and the dramatic-looking (and sounding) City of Remnants, but has yet to ship anything. We’ll have to wait and see.

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