The Triumphant Return of Wiz-War
Announcing Wiz-War, the classic board game of dueling wizards

Deep in a magical, underground labyrinth, wizards scheme to steal every other’s treasures even though protecting their own. Armed with an arsenal of spells as limitless as their imaginations, they venture forth, ready to duel every other at the drop of a tall, pointy hat…
Fantasy Flight Games is proud to herald the triumphant return of Wiz-War, the classic board game of magical mayhem for two-4 players!
Players every single control a wizard and start the game with two treasures near their property base, which they should shield from the greedy clutches of competing wizards. The initial wizard to score two points wins, and wizards score points by hauling opposing wizards’ treasures back to their bases, or by eliminating their opposition via an onslaught of fireballs, psychic storms, blasts of zot!, and other magical may well. Of course, if you’re the last wizard standing, victory is yours.
The finest of tradition and innovation
Originally produced by Tom Jolly in 1983, Wiz-War draws upon a rich tradition of entertainment and gameplay that has delighted players for decades and helped spark the introduction of an entire genre of hobby gaming.
Now, veteran game designer Kevin Wilson has worked with Tom Jolly to add new spells and enhance the game by means of a series of subtle refinements that promote faster game play and clarify card effects.
Through these revisions, Wiz-War remains accurate to its roots as a light-hearted and imaginative game in which wizards can cast fireballs, develop rose bushes from thin air, manipulate gravity, and turn themselves into slime.
Spontaneous and imaginative
Players generate a labyrinth from maze boards, and their turns each and every follow a short sequence in which their wizards can move, cast spells, and make a single attack. Inside this snappy turn sequence, though, lies a plethora of possible for poetic play.
Spells every single belong to 1 of 4 types-attacks, counters, items, and neutrals.
Every spell also belongs to one of seven schools of magic-cantrips, alchemy, conjuring, elemental, mentalism, mutation, and thaumaturgy. Whilst all wizards who enter the labyrinth can recite their cantrips backward and forward, each and every game presents a diverse mix of the other schools of magic. This mixture indicates that players continuously discover new interactions in between distinct spells and schools of magic. Fire magic can destroy magic stones, but a properly-timed flood can put out the sparks of flame just before they consume precious items.
Wiz-War rewards creative and spontaneous play, usually with humorous outcomes. When two or far more wizards confront every single other in this spell spectacular, anything can happen… and frequently does!
Appear for Wiz-War to appear on shop shelves in the fourth quarter of 2011. Even though you wait to procure your copy, maintain an eye our website for previews and other magical delights related to this breathtaking board game of battling casters!
