ENTER THE ARENA!
What would it be like to pit Mages of vastly different schools and philosophies of magic into an arena to fight to the death? How would their spells work against each other? How would a Druid fight an Illusionist? A Paladin against a Shaman? Or a Beastmaster against a Warlock?
The Mage Wars Arena®: Core Set includes the following four Mages: The Warlock, the Beastmaster, the Priestess, and the Wizard. Each Mage has their own unique advantages and strategies. Below is a brief overview of each Mage.
Click on any mage banner to get a complete description of their background, abilities, and strategies!
A master of the Dark and Fire schools, the Warlock is an intimidating opponent, especially when equipped with some of his sinister armor and weapons. He commands terrifying demons to do his bidding. His malevolent curses maim, rot, and debilitate the enemy. His strategies include sacrifice to gain immediate power and benefits.
The Beastmaster is a master of nature, animals, and enchantments. He seems like a nice guy, but he also demonstrates the feral and savage side of the Nature school too. Typically he’ll summon packs of animals to overrun his opponent. The Beastmaster has a wide variety of interesting allies he can summon, each with unique special abilities. His nature enchantments include powerful buffs to make his creatures even stronger.
From the Holy school comes the Priestess. She is a divine healer, protector, and defender of good. From her temple, she summons great knights and mighty Angels. She supports and defends her creatures with soothing healing spells and protective auras as they fight a crusade across the arena.
The Wizard hails from the Arcane school, and is a master of manipulation, tricks, and control. He will employ devious tactics to drain other Mages’ power and spell casting abilities. He will manipulate, counter, redirect or steal their spells. He summons a variety of bizarre mythical creatures, each with unique powers that open up new tactics. His spells include a variety of arcane equipment and incantations infused with Eldritch power.
Mage Wars Arena is played in a battle arena which is divided into 12 separate zones, which regulate movement and range. Mages start in opposite corners, armed only with their spellbook. Players create the battlefield as they cast spells. After a few rounds the arena becomes filled with creatures, walls, conjurations, traps, and enchantments!
Players keep their spells in their spellbook. This creates the experience of being an actual Mage searching through your book of spells to find the perfect choice each round. Players don’t draw cards randomly hoping to get the spell they need! Instead, they have total control to cast exactly what they want, when they want, allowing for an unprecedented level of rich strategy and tactics.
Before each game, players will customize their spellbooks, choosing from the 322 spells included in the set. There is an untold number of combinations of what they can build. A point building system allows players to build balanced spellbooks, with plenty of ingenious strategies and diabolical surprises for their opponents.
Our spellbooks are custom made, with extra wide pockets to hold sleeved cards, and have 20 pages with 80 pockets – more than enough room to hold a full spellbook.
Your mage has an innate ability to draw magical energy (mana) from his surroundings. This is your Mage’s channeling attribute. Each round your mage gains an amount of mana equal to his channeling attribute. When your Mage casts a spell, he pays its mana cost, and the spell is then taken out of your spellbook. The spell then either has a one-time effect and goes to your discard pile, or it is placed onto the gameboard and becomes an object in the arena.
Let’s take a look at the different spells in Mage Wars®. Mage Wars® has 6 different types of spells; Attacks, Incantations, Creatures, Conjurations, Enchantments, and Equipment.
The Game Play
Mage Wars plays intuitively, and was designed to be a realistic representation of Mage combat, as if magic were real. Things work exactly as you think they should work.
Mage Wars is fast-paced, with intense action and tough tactical decisions every game round.
Many parts of the game round are played simultaneously. And the game has been designed to keep everyone actively engaged at all times. Each action your opponent takes can change the game and require new tactics.
Players make all the decisions and don’t rely on random card draws to see what spells they have available each turn. At the beginning of each round, each Mage may choose 2 spells to cast from their spellbook. These are tough choices. Your decision making has to include what you need to accomplish this round, what can you do to advance or reverse the situation, and also ask yourself “what is my opponent going to do?”.
With the right choice of spells, the tides can turn quickly; the dominating player can become the dominated, keeping the game unpredictable, engaging and exciting. You never know who is going to win until the last drop of blood is drawn!
Attacks are conducted by rolling custom attack dice. After rolling for damage, you subtract the target’s armor from the roll to see how much damage is done. Critical damage penetrates armor. Damage is recorded with damage counters.
Some attacks produce additional effects, which are noted with a condition marker. For example, Flame attacks can Burn, Lighting can Stun or Daze, Wind can Push, and Poison attacks can cause poisonous conditions.
Some creatures have defenses which enable them to dodge or block an attack and completely avoid it.
Schools of Magic
There are 6 primary (major) schools of magic, and 4 elemental (minor) schools. Each Mage is trained in a particular school, or schools, of magic. Each school of magic has its own unique spells and strategies to choose from providing a seemingly endless array of possible spellbook builds.
Prior to each game, players will build their own custom spellbooks. Each spell belongs to a particular school of magic, and also has a spell level. These 2 items determine its cost for going into your spellbook.
For example, the Warlock is trained in Dark and Fire magic. He can put Dark and Fire spells into his spellbook, at the cost of whatever the spell level is. A level 3 Dark spell costs 3 points. A level 2 Fire spell costs 2 points.
If the Warlock wants to put spells from other schools in his spellbook, he pays double for them! A level 4 Nature spell will cost him 8 points!
In this manner players can build spellbooks, mixing spells from any school they want. The point system encourages you to stay within the schools you are trained in, but each player has plenty of points to allow for some great surprises for his opponent.
Mage Wars is only limited by your imagination! Combine spells in your own unique way to create a Mage that has never before been seen, and maybe one that will never be defeated!
Immediately after each battle, players will be clamoring to tune up their spellbook, to try new tactics and be better prepared for their opponents surprises.
Click on the map below to learn about the world of Etheria.
Enter the Arena! Mage Wars is set in the magical world of Etheria, a place when gods and mortals are in a constant struggle. Conflicts are resolved in the arena, and it is here where Mages prove which schools of magic reign supreme!
We believe Mage Wars® is the premier Mage Combat system, and is exactly what players have been waiting for. It gives players what they want and expect in a tactical fantasy battle.
Best of all: Mage Wars® is an ever-evolving game set in an ongoing universe. Not only will new Mages and new spells be released every few months, but your actions, and the actions of your opponents will help shape the world of Mage Wars®. Now that you have had a complete overview, let us invite you to Enter the Arena!