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Spell Balls To The Walls! - 2GP Review of "Epic Spell Wars of the Battle Wizards: Rumble at Cas

Two-Gun Pixie Presents:

LEGENDARY

GAMING

020 – Spell Balls To The Walls!

(NSFW – Not Safe For Wizards)

Win or lose they don't care. The others... the crowd. Night after night they come. They fill the arena to capacity... and beyond. Small one sit on bigger ones. Talls stand over the rest with short ones on their shoulders. Hell, a few of the more limber ones hang from overhead. They come with hunger and desire. Their hunger is for blood and carnage, their desire is to enjoy our demise. Tonight, all but one of you will die. It will be a most horrible, agonizing, and mentally eviscerating experience but worry not! You'll all be resurrected to fight again tomorrow night to please the crowd and have fun blasting each other to smithereens. So put on an epic show for them boys, girls, and ghouls. Welcome to the...

Epic Spell Wars of the Battle Mages:

Rumble at Castle Tentakill

Designers: Cory Jones, Rob Heinsoo

Artist: Nick Edwards

Publisher: Cryptozoic Entertainment Published Date: May 27th, 2015

Manufacturer Suggested Player Age: 15+

Number of Players: 2 – 6

Average Play Time: 30 - 45 minutes Game Category: Fantasy, Humor, Strategy

Game Mechanics: Dice Rolling, Hand Management, Take That

SKU: CZE01633 MSRP: $30.00

ISBN: 978-1617682995

Product Dimensions: 1.8 x 6.2 x 9.2 inches

Shipping Weight: 1.75 lbs

Integrates With: Epic Spell Wars of the Battle Wizards: Duel at Mt. Skullzfyre

The Box

The box is not very big and actually it is very easy to travel with. This is not only because of its size but also because of its light weight. Likewise, the game box is sturdy enough to handle the rigors of traveling to your friend's home or to see relatives, or even for bringing to a convention with you. It measures only 1.8 x 6.2 x 9.2 inches and weighs a measly 1.5 pounds. Otherwise, the box itself is of rather good, standard design. The art has been heavily debated by other reviewers over the last several years. It seems that there is almost no grey area; people either love it or hate it. I still find the art perfect for this high-octane, slap-to-the-face, mystical gladiator match. Personally, I think this game box looks awesome sitting on the shelf. It really grabs your attention.

Synopsis

Crazed wizards beat the living $#!+ out of each other with an array of awesome and suggestively adult content of spells and creatures.

Objective

Be triumphant in the most combat encounters and collect the most "Last Wizard Standing" tokens to win the game.

The Components

128 Spell cards 25 Treasure Cards 25 Dead Wizard Card 8 Oversized Hero cards 7 Last Wizard Standing Tokens 6 Blood Markers 6 Life Tracker Skull Markers 4 Six-sided Dice 1 Rule Book 1 Standee

I have to say that Cryptozoic Entertainment has not disappointed the tabletop community with sub-standard pieces and components for this series. As with "Duel at Mt. Skullzfyre" everything that comes with this game is of good, sturdy craftsmanship. Keep in mind that the rounded edge cards may need to be sleeved but otherwise should take to casual playing without a problem of becoming damage. We find the card stock and gloss used for the game's markers is more than good. Other than their small size making them easy to loss if you are not vigilant there is nothing at all wrong with these items. Although the dice are standard and just fine there is nothing of note to say about the dice. As we saw with the first game, we get a Standee to display during game play. This looks great in photos but never played a role on "Duel at Mt. Skullzfyre". As you will read in the Gameplay description, in this version the standee matters and may improve spells cast by the player in possession of the standee.

Set-Up

Each player chooses a wizard that they shall be playing as well as a Life Tracker Skull Marker and a Blood Marker. Place the Life Tracker Skull on the "20" space of your player board. The Blood Marker should be placed off the board near the "1". Shuffle the spell cards and leave the stack face-down in the center of the play area within easy reach of all players. Shuffle the Treasure deck and likewise leave it face-down in the center of the play area. Then shuffle the Dead Wizard deck and leave that face down in reach of all everyone. Lastly each player draws eight (8) Spell cards, keeping them secret from the others players. That's it. No, really... that is it. Set up time is about 5 minutes for thus game.

Game Play

Rumble at Castle Tentakill, like the previous game in the Epic Spell Wars of the Battle Wizards system (Dual at Mt. Skullzfyre), is very easy to learn and can be taught to a new player in moments.

At the start of each round you draw Spell Cards until you have a hand of eight (8). This excludes the first round of the game as you have already drawn your hand of eight cards during the Set-Up phase. If any player has died in a previous round they draw one Dead Wizard Card (they draw and collect Dead Wizard Cards at the start of every round accumulating as many as they can until the Battle is won by one of the players).

Next you create your spell for the Battle round. Each player chooses up to three spell cards to lay face-down in front of them. Each Spell Card will be marked on the bottom right corner with an "S" (Source), "Q" (Quality), or a "D" (Delivery). You may only play ONE of each. Initiative is determined by the Spell Cards played. IF only 1 was played that player goes first with those who played 2 going next followed by anyone who used 3 cards. In the case of multiple players using 1, 2, or 3 cards look at the Delivery. On the bottom right of the Delivery cards you will see a number in a fireball. This is the Delivery Spell's initiative score. Highest score goes first. If no Delivery is played the initiative is considered zero. In the case of a tie each player will roll a d6 (Six-sided die), highest roll goes first.

Next it's time to resolve your spell. The order of your cards will always be Source, Quality, and the Delivery. Read each card and, one at a time, resolve their effects. Cards determine targets with instructions such as; Target Strongest (or Weakest) Foe would affect your opponent with the most (or least) hit points. Target Stronger (or Weaker) Foe would allow you to choose any foe stronger (or weaker) than you. Random Foe means you assign each player around the table a number from 1 - 6 and roll a d6 to determine your target. If there is a tie the spell caster breaks the tie by choosing the target. Now, the game suggests reading your spell in your best wizardly voice and I highly recommend you do. This has always made our games that much more fun.

Delivery Spell Cards will ask you to make a Power Roll. To do this look at the Spell Glyph located on the bottom left of the card. For every card that you have currently in play that matches the Glyph on your Delivery Card you get to roll a d6. Add the result of each six-sided die you just rolled and consult the chart on the Delivery Card you are playing.

Notice that some spell cards are listed as Reaction. These spells allow you to resolve a spell EVEN if you die before you get to play your spell.

All your Delivery Spell's are actually summoned creatures. In most cases, depending on your Power Roll score, you will get to keep this creature after your spell has finished resolving. These creatures act as meat-shields, sacrificing their arcane lives in order to absorb incoming attacks.

Another new aspect to this system is the use of Blood. You start with none in reserve but certain spells may get you Blood. 3 Blood points are awarded to any wizard who defeats another. Some spell cards may get you Blood but most SPEND Blood in order to make spells more powerful.

Note that some cards are Wild Magic. These cards are a blind whammy. When played they are resolved by drawing the top card until you find one that matches the slot your Wild Magic card is filling (Source, Quality, Delivery). You MUST use the first card that matches the slot you are looking to fill. If the Wild Magic Card is used for your spell's Delivery your initiative is zero.

Treasure and Dead Wizard Cards have returned and function just like Duel at Mt. Skullzfyre. Treasures are magical items you may get from some Spell Cards and at the time of your wizard's death and every round after that you draw a Dead Wizard Card which will give you bonuses during the next game.

Finally, unlike Duel at Mt. Skullzfyre, the cool tower Standee in Rumble at Castle Tentakill can be won by and stolen by players during the game as instructed by Spell Cards. Ownership of the Standee can empower spells but can also make you the target of attacks.

Final Thoughts

Unfortunately, as with the previously released first installment of this game series, "Epic Spell Wars of the Battle Wizards: Duel at Mt. Skullzfyre", there is absolutely no difference between any of the wizards to choose from in either set. None have any special or unique abilities to bend game rules or to simply stand out as different from each other. Yes, the pictures are all different but the actual characters themselves are really no different from each other in this, or the first game. The only difference is what You bring to the table such as personality or a character voice. I really hope that this problem is addressed in the third installment of the Epic Spell Wars of the Battle Wizards game line.

The fun-factor of this game is out the window, a total explosion of excitement and energy. My group will, at the drop of a hat, play this game with no qualms. I own a lot of games my friends enjoy and a few that they are always down to play and this game line has quickly become one of them. Epic Spell Wars of the Battle Mages is actually the most requested game on my shelf from Cryptozoic Entertainment.

The humor, both written and drawn, is very suggestive in an adult way - or like that of a dirty minded 15 year old, LOL. You definitely want to check out the cards in this game before allowing a child to play as only you can judge what is appropriate for your child. Oh, and make sure you check the Rule book too because of the four-letter language used. Me, I Love seeing a Rule book written in a more adult manner. Well, maybe it's just the foul-mouthed New Yorker in me that enjoys it but either way the rule books for both of the Epic Spell Wars of the Battle Wizards are two of the most fun to read rule books I have ever perused.

I also really enjoy the almost chaotic initiative system the game uses. It hasn't changed since the first game. The Delivery Component (last part of a spell) has an initiative number on it. During combat highest initiative generally goes first. If a player opts to only use one or two parts of a spell instead of all three then the player using the least spell parts goes first. Ties roll the dice and highest goes first. This is a great system in the sense that it can really go against you if someone has played a higher initiative card or less cards than you. It can really mess up your attack plan for the fight. I have both won games and lost due to this initiative x-factor. Actually, everything about this is basically the same as "Duel at Mt. Skullzfyre" with three additions.

• Delivery spells are now creatures who can actually stay with you after the spell is cast and they can absorb incoming damage to you. This is awesome! Not only does it make for a new thematic effect for this game system but one of the biggest complaints is how fast you can die in a round. In fact, the last game of "Duel at Mt. Skullzfyre" I played I died in the first round before I even got a spell off. LOL! • In the previous installment of the Epic Spell Wars of the Battle Wizards the cardboard Standee that came with the game severed no purpose whatsoever other than atmosphere and aesthetics. Now the Standee has actually become a part combat. Certain spells and items will give you ownership of the Standee and this may increase certain spells during combat. • Blood. The previous game in this line didn't have blood (other than what was depicted in the spell art). This game now uses blood as a resource you can track on your player board. Some spells will let you steal blood points from opponents while other spells may be empowered by the use of blood.

OK, now remember how I just wrote above that in one recent game we played that I died in the very first round before I even got a spell off. Well, in this game there are certain spell cards that actually take effect in reaction to you dying before you finish casting the spell. Awesome! Alright, if you liked the first game you'll love the installment in the series, no doubt. If you have never played a game of Epic Spell Wars of the Battle Wizards before I believe you will enjoy this game. In fact, if you are wondering which of the two to buy (both if possible) then I would suggest Rumble at Castle Tentakill. Keep in mind that both games are compatible with each other.

NOTE: I met (and interviewed) Cryptozoic Entertainment at NYCC 2016 and they told me there would be an upcoming announcement in 2017 concerning the third game in this series but they could not comment on it.

YES! This reviewer hopes for two new things in particular other than "Tag-Team" rules. 1) The new game box is designed to keep all three installments, and their components, safely stashed away. "Epic Spell Wars of the Battle Wizards 3D" would work nice at describing the fact that it is the 3rd game in the installment. Also, 3D could reference the larger size box to accommodate everything from the whole series. Hey! Why not make the box art 3D and have 3D glasses come with the game. That would be brilliant! (Gimmicky but cool). Anywho... 2) The new Battle Wizard characters should each have their own unique ability. Maybe one can substitute a spell glyph on one card for a glyph that s/he "specializes in (ie Illusion or Arcane or Elemental). Perhaps one always starts with one Treasure or a Dead Wizard Card in play. Another might absorb some damage from a specific spell glyph. Just blogging out loud here. It should therefore also come with updated player mats detailing the new abilities of the older edition Battle Wizards from the previous game.

Two-Gun Pixie Rating System

0 Pixies = I Want My Money Back

1 Pixie = Not Planning To Play Again

2 Pixies = Might Play Again

3 Pixies = Will Play Again

4 Pixies = Common Game Day Request

5 Pixies = Can’t Get It Off The Table!

The Epic Spell Battles of the Battle Wizards:

Rumble at Castle Tentakill

4 PIXIES

Other Cryptozoic Entertainment games

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