Wiz-War lets 2-4 players take on the roles of competing wizards. The players are in a labyrinth of twisting corridors and sealed doors, with their home base in the center of their tile and their two treasures nearby. Every wizard starts with 15 life points and five cards. Each turn is divided into three turns. First, time passes (reducing the duration of temporary spells). Then, a playes can move (three spaces, plus any Energy cards used, around the board or through portals), pick up or drop items and treasures, make one attack (either on a player, or to destroy a wall or door), and cast other spells (from transformations to elemental powers). Finally, a player can discard cards and draw up to two cards (up to seven cards). A player scores one point for each enemy treasure dropped in their home base and one point for each killed opponent.


In addition to that great gameplay, the production values of Wiz-War are terrific. The cards are bright and clear, often with surprisingly funny artwork (like the giant hammer "Ka-Bong!"). There are pieces for just about everything in the game, from destroyed walls to transformed wizards. My only complaint is that the plastic figures are all gray; but I suppose that was done to keep the cost down and to let players paint them as they want.
Wiz-War is a fantastic blend of strategy, chance, resource management (the resources being spells and items), racing, and fighting. This game looks great, plays great, and has tremendous replay potential. Wiz-War is a definite must for any gamer.
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