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Mage Wars Arena: Core Set (Minor Damage)

Out of stock
Arcane Wonders
DA-AWGMWCS2015
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$38.00 $34.00

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PLEASE NOTE: This product has been discounted due to minor damage to the box. Our Dents & Dings products are not ideal for the collector looking for a mint copy of a game, but for those that are less concerned about the box appearance. All damage is superficial and has not impacted the game components in any way. All Dents & Dings products are final sale and are not eligible for return.

Number of Players 2
Playtime 90 Min
Suggested Ages 13+
Designer(s) Manolis Vranas, Jamie Sajdak
Publisher Arcane Wonders

What would it be like for Mages of completely different schools and philosophies of magic to come together in an arena and fight to the death? How would an Illusionist fight a Druid? Or a Warlock battle a Beastmaster? Or a Priestess do against a Wizard?

Mage Wars — redubbed Mage Wars Arena in 2015 to distinguish it from Mage Wars Academy — puts powerful Mages against each other in deadly arena combat. Each Mage uses their own fully-customizable book of spells to achieve total victory over their opponent. Summon mighty creatures to do battle in your name; cast powerful spells to attack your foe and thwart their every plan and strategy; use hidden enchantments to turn the tables and rule the day; adorn yourself with mighty weapons, armor, and arcane artifacts – all of this and more await you in the arena of Mage Wars!

Mage Wars is a tactical board game, a combination of a card game and miniatures game, taking the best elements from each genre. The game is played on an arena game board divided into square areas called "zones", which determine movement and the placement of objects. Each Mage (player) begins in a corner of the arena, opposite his enemy.

Every player holds a spellbook, from which spell cards are pulled out as they are cast during the game. This gives the feeling of being a real Mage, turning the pages of your tome of magic, as you plan your strategy each turn. A point system allows you to pick spells for your spellbook, with more powerful spells and spells outside your schools of training costing more points. You have full access to cast any spell you wish each turn, allowing for an unprecedented level of rich strategy and tactics. Many of these spells – such as equiment, creatures, and enchantments – are placed on the board and become objects in the game. Creatures can move around the arena, and attack each other as well as the enemy Mage. Attacks deal damage, as well as interesting special effects such as Burn, Corrode, Daze, Stun, Push, Cripple, Paralyze, etc. Creatures can be destroyed if they receive too much damage, or can be controlled by powerful curses and enchantments, or contained by walls and other creatures.

Every Mage comes from a different school of magic, each with their own unique spells and strategies:

  • The Beastmaster will attempt to rush and swarm the enemy with his hordes of animals, buffed by his nature enchantments.
  • The Warlock will go right for the throat, armed with his powerful Lash of Hellfire, Helm of Fear, and Demonhide Armor. Along the way to the enemy Mage, they'll use their curses and fire attacks to contain and destroy enemy creatures.
  • The Wizard is a trickster, a master of meta-magic: countering, redirecting, stealing, and destroying enemy spells and mana. They're also a master of teleportation and portals/gates.
  • The Priestess will protect with knights and angels and powerful healing and protection spells. They'll wear down the enemy, then overwhelm them in the end./span>

The base game comes with all you need to begin: spellbooks, extra spells to customize with the spellbooks, arena game board, dice, markers, etc.

New Mages will be released every few months to add new powers,spells, and variety to the game. The game is NOT collectible, however it is fully customizable!

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