If you are reading this it's almost certain you are familiar with the phrase "11 dimensional chess". Obviously no such game exists on Earth. But one game comes close to living up to the concept implied in that saying. That game is Wiz-War.
Picture a stone labyrinth with no exits and with a weird Escher-like geometry. One in which walls and passages warp back upon themselves. Go far enough north and you find yourself back in the south. And inside this maze are several wizards, trapped with one hope for escape: victory. It's a no-holds-barred cage match to the death - with trolls, teleport spells, lightning bolts ... and The Thumb Of God.
Wiz-War is the brainchild of the small independent game designer, Tom Jolly. It appeared more than 25 years ago. It boasts of a cult following to this day. Old printings of the game are considered irreplaceable treasures.
(In writing this diary I learned a brand-new edition of this game is finally available. It is something fans of this game waited nearly 15 years too see. I understand this version has some rule changes and has much better production qualities. This diary however, is based on the original version plus its expansions.)
The basic rules are easy. A new player can be brought up to speed in the time it takes to set up the game. But full strategic mastery can only be approached. It can never be reached. No one strategy dominates all others, and fortunes can turn on a dime. Wiz-War rates a full five Yogi Berras. Nothing is ever over until it's really over.
Yogi Berra is a great spokesman for Wiz-War for other reasons too. Like Yogi, Wiz-War often contradicts itself and appears a bit crazy to onlookers. Both are fun to be around and both draw big laughs. And like Yogi, once you get past the popularity and the fun, behind it all is All-Star quality.
Travel through the orange permawarp to find the treasure.
(What is obvious to see in person is a bit difficult to describe in words. I have found some images on a fan site but I believe it is against policy to embed them on Dailykos.)
Nuts and Bolts
Wiz-War is a face to face board game that comes with several map tiles, cardboard game counters, a deck of playing cards, and one 4-sided die. A pencil and paper is recommended for bookkeeping needs. Two expansion sets have added a couple map tiles and many many more playing cards. The game takes minutes to set up (mostly shuffling) and can run for 20 minutes to over an hour.
Wiz-War can be played by 2 to 6, or even more. Play proceeds clockwise by turns. Opponents often have the ability to defend against or interfere with attempted actions during gameplay. As with everything else, this ability varies depending on one's current hand of cards.
Each player starts with one wizard, one map tile, and two treasure tokens. Each player starts with a hand of seven playing cards. The cards are the heart of the game, but more on them later.
The basics.
Each wizards is allowed to do a few actions w/o the need to use any cards. Each wizard can move 0 to 3 squares per turn. This movement can be augmented by use of aone (and only one) 'Number Card' per turn.
Each wizard is allowed one "attack" per turn. There is only one type of "attack" that does not require use of a playing card. This is the punch for 1 hit point in damage.
No attacks are allowed on Turn One.
Each wizard is allowed to carry a maximum of one 'treasure' at a time. It is allowed to pick up a treasure off the floor, but a treasure carried by a wizard cannot be taken from that wizard. (Unless you know the correct spells that is.)
Each wizard is allowed to pick up one (and only one) item off the floor per turn.
Playing cards are used once. When played they go in the discard pile
Players can draw up to two new cards per turn, to a maximum of 7 cards in their hand.
In addition to these basic functions each wizard can play any number of 'Neutral' playing cards during the turn. These represent a variety of spells (and some non-magical actions) in a wide variety of functions. Much of the fun comes from designing and using your own spell inventions. Home-made cards and entire game sets are the norm for fans of this game.
Objectives
The first wizard to steal two treasures from the other wizards wins the game. The other way to win is to be the last wizard left alive. It's that simple. Start your fireball spells.
Which is a pretty good way to start killing off the competition. Each wizard starts the game with 15 Hit Points. Said Fireball spell will do 5 points in damage. Hit one wizard with 3 Fireballs spells (or with 15 punches) and that wizard is dead. But you can't use those 3 Fireball spells all at once. Only one attack is allowed per wizard per turn. Killing a wizard is rarely done quickly or on the first try.
The other way be eliminated from the game is to see both your treasures stolen. If player A steals one and player B the other, you are out of the game. But the game itself does not end until player A or B get that 2nd stolen treasure. Victory goes to the last wizard standing, regardless how the competition was eliminated.
The Labyrinth
As for the maze in which all this stuff is happening, this is created by placing each player's map tiles together. Each tile is square and marked off in a 5x5 grid. The tiles are placed side-by-side to form a larger map. Two players play on a map of two tiles or 50 squares total. Four players play on a map of 4 tiles and 100 squares. The number of players is limited only by the number of map tiles you own.
Each map tile has a unique pattern of walls, locked doors, and corridors. Players place their map tiles against one another, edge-to-edge, to form the overall maze. For example here we see a 4-player game on a home-made set. Note the map tiles are designed to form a doorway in the middle of each map edge. Thus the tiles can be arranged in any of thousands of different orientations.
If you move off the top end you end up on the bottom edge. Likewise the right side 'warps' back to the left side. It's like the old Pong screen. in this way the maze is 'endless' and exitless.
The center square of each 5x5 is that wizard's Home Base. Treasures begin the game lying on the ground in different squares, each one diagonal square away from Home Base. In order to 'steal' an enemy treasure, it must be transported to your home base and 'dropped on the ground'. Of course while you are stealing their treasures, your foes are stealing yours...
Moevement
Wizards move through the maze by using their legs and by using their magic. Each wizard may walk/run up to 3 spaces each turn "for free". Movement is either horizontal or vertical, i.e. diagonal moves are not allowed. One Number Card per turn can be played to walk more than the basic 3 squares/turn.
Various forms of magical movement are available. One powerful card is the Teleport spell. The wizard reappears up to four squares away, moving past walls and other barriers. Another is the "Power Run" which allows the wizard to take 1 hit point in damage for each extra square moved. That's risky, but it might win you the game. And there are non-magical aids too, such as the 'Master Key' which opens any door.
But one firm rule always applies: no movement is allowed once a wizard picks up anything lying on the floor. In fact, picking up anything ends that player's turn. Magic is just funny like that I guess.
Attacks
Most attacks, but not all, require the attacker to see the defender. This means attacks cannot be made through a stone wall or through a closed door. This concept is called line-of-sight or LOS. Many defenses against attack are based around ruining this LOS and hence spoiling the attack.
Most attacks are like the 'Waterbolt' in that they do 'magical damage' But no game of wizardly combat would be complete without the 'Large Rock'. Bounce one of these off your foe and they take 2 points of 'physical damage'. Some 'Countermeasures' work against one but not the other. It's just another reason why no wizard ever feels really safe in the maze.
The Cards
Here we have the heart of the game. What do the cards do? The short explanation is they allow the player to violate one or more of the basic rules. Wizards cannot just walk through a wall after all. unless they play the 'Pass Through Wall' card, that is. A wizard can attack only once per turn ... unless they play the 'Adrenaline' card, which allows them a 2nd attack.
But two basic rules are never ever violated. picking up an item always ends the turn. And no wizard can ever carry more than one treasure at a time. These rules are inviolate because game balance relies upon them. But pretty much everything else goes.
Card Types
There are six types of cards, Number, Neutral, Attack, Countermeasure, Trap, and Items. Several cards are considered to be more than one type, which means they can be sued in different phases of the game. (e.g. A Neutral/Countermeasure card.)
Each player starts the game with the maximum number of seven cards in their hand. Players can use every card in their hand in one turn, but can draw a maximum of only two cards per turn. (Another way to gain cards is to Attack an enemy wizard with a killing blow. When that happens the attacker gets all the dead wizard's cards.)
Number Cards
Roughly 30% of the cards are Number Cards ranging in value from 2 to 6. One Number Card per turn can be used to boost movement. The other common use is to boost the poser of cast spells. For example the 'Powerthrust' attack spell does 2 points of damage. But if you play a '5' card along with it, it becomes a 7 point attack. Other spells such as 'Invisibility' last endure over several turns, determined by the number card played at the same time the spell was cast. Number cards are the plain vanilla card, but experienced players hate being without at least one in their hand.
Attack Cards
Wizards are allowed only one attack per turn and the punch is not very powerful. The Attack cards remedy this. About 20% of the deck are attack cards. Many gain power from use of Number cards. Most require LOS. Effects range through the realm of imagination. Some favorites include
'Swap': does not require LOS and causes the wizards change locations on the map. Thought you were almost home, did you?
'Drop Item': An attack that does no damage but does force the defender to drop something they are carrying - like a treasure which you then swoop up for yourself.
'Create Wraith': Use your attack that turn to summon a monster. Each monster can move 3 squares and attack once per turn. This little bastard can even move through stone walls.
'Sudden Death': A big fat 10 hit points in damage in one attack. This is the most powerful unmodified attack in the game. A full-strength wizard turns into a 5 hit point weakling. unless the target has good Countermeasure cards of course.
'Thumb Of God': When all else fails or you just want to mix things up, play this card. Pick up the game die and throw it at the game. Wherever the pieces land, that's where they stay.
Countermeasures
Countermeasure are the only direct defense against attacks. Experienced players try to have a Countermeasure card or two in the hand. Often times it's wise to let a weak attack hit so the Countermeasure can be saved against a powerful attack. When anything just about any catastrophe is just an abbra-cadabra away, it feels nice to have a good insurance policy. Some notable Countermeasure include:
'Absorb": Reduces damage by three points. Is that a hurled 'Dagger' coming your way? The handy 'Absorb' spell will neutralize that - it works against all types of damage.
'Reflection': One of the most common Countermeasures. It reduces a magical attack by 50% and sends that half heading back at the attacker. That 10 point 'Sudden Death' becomes a 5 point gut-punch to attacker and defender both.
"Double Back" Just like above except 100% of the spell is reflected back on the attacker ... and the power is doubled. Oops! That 10 point 'Sudden Death' attack just became a 20 point attack headed back at you. Even a fully healthy wizard goes splat after that.
"Absorb Spell": When someone is attacking you with a spell, play this card. Not only does it stop your enemy from casting, you get to keep the attack card and place it in your own hand. Paybacks can be both a bitch and seem very familiar.
Neutral Cards
The great catch-all for actions which are neither attacks nor countermeasures. About 40% of teh deck are Neutral cards. Any number of Neutral cards may be played on one turn. Many such cards alter the maze and/or create new obstacles. Some of the most powerful magic spells are found on Neutral cards. Some legendary spells include:
'Speed': The player gets to play a second full player turn right away. A very powerful spell that can really help getting that 2nd treasure stolen.
"Relocate Sector" The maze is made up of 5x5 map tiles. Well this spell lets the wizard pick up an entire map section and set it back down in an entirely new orientation. Talk about disrupting some plans ... home base just moved to the other side of the map!
"Destroy Wall" One section of ta wall crumbles into loose rock. Don't be caught too close or you will take 4 points of damage. And since this is a Neutral card not an attack this common shortcut-creator can also be used offensively.
'Create Wall' Don't like the remodeling job done above? Rebuild the wall with this spell. Or put it up where no wall existed before. Don't get caught in a 4-walled box.
"Deja Vu" Root through the discard pile to find a powerful card that's already been played and put it in your hand. Zut alors!
'Amplify': Double the power of any magical attack.
'Teleport': Use it as a neutral card to move four more squares ignoring walls and such. Great for getting back home. Or use it as a Countermeasure - suddenly the target is no longer there. A very popular card to keep for key moments.
'Thornbush': Fills a square with a prickly briar patch. Moving through costs a lot of time and even causes damage. Turns a direct passage into a painful dead-end.
'Unlock Door': Not every spell is done on an epic scale. Sometimes there's nothing you'd rather do than get through a locked door.
'Fear': A true pain in the ass - unless it is you playing the card. No wizard of monster can come within 3 squares of your location. If they are closer they have to move away. Throw down a '5' card and the spell lasts five turns. Play an 'Extend' card too and it lasts 10. Your opponents will hate you for it.
Items
What battle of wizards would be complete without magic Wands and Orbs? These are special cards that are not discarded when used. They count as one of the 7 cards maximum, but they can be used turn after turn. Orbs are used by themselves and last indefinitely. Wands take a Number card to charge them up. They can be used that number of times before they are discarded.
Another special aspect of Items is they can be dropped on the map. You might not want that 'Bloodstone' now so you set it down on your home base. That way you can pick it up later, if needed. But remember, picking up any item ends your turn.
'Speedstone' So long as this card is in your hand you can move 4 free squares instead of three. If that does not sound like much remember it's a 33% boost in speed. That adds up over the course of a game.
'Brainstone' An old favorite. own this stone and you can hold nine cards in your hands not just seven.
'Waprstick' A magic wand that is very prized. it can be used once per charge (from the Number card). Each use cases a stone wall vanish just long enough for you to use on your turn. The wall re-appears at the start of the next players turn. This can be a real game-winner.
Traps
A very small number of cards are considered traps. What dungeon does not have traps? If you draw one of these cards while replentishing your hand, then you have stepping into the trap. Some of these can be counteracted but not all.
'Lose Turn': Your next turn is missed and that always hurts.
'Bomb': You and everyone nearby take 3 points of damage. A real pain when you are one square from winning but have only 2 hp remaining.
'Potion' This 'trap' will give you 3 more hit points, even above 15. It just would not be Wiz-War without a trap that makes you healthier. That's the game in a nutshell there's an exception to most every rule.
Common Strategies
The game is usually a mad scramble for advantage until one players tarts pulling ahead. Then the other players combine to brind down the leader. Naturally, tis often results in a new leader, and hence a new collaboration to bring down the new leader. But there are a few general strategies that crop up in most games.
The Blitz: Some maps allow one wizard to rapidly get to treasures to steal. With number cards and a couple key spells, it's sometimes possible to jump to an early lead. But usually yur opponenst just get worried earlier and come from you right away.
Bank Robbery: Sometimes two opponents will go after your treasures right at the beginning. If both are carried off you can be in big trouble.
Fort Knox: Some maps let you throw up one Wall or a Thornbush and seal off one of your treasures from theft. Even if your other treasure is stolen the you won't be knocked out of the game.
Assassin: Sometimes treasures are so hard to reach its best to give up on them and just hunt down the enemy and win the messy way. Sometimes the assassin will carry their own treasure just to prevent it from being stolen.
Back to Plan B: If you see one of your treasures sitting on an enemy home base it's often a good idea to stop whatever it is you are doing in order to get your treasure back. If you wait, your 2nd treasure might get stolen too.
In all manifestations the players is constantly forced to choose using those number cards for magic power or for maneuver. It is the classic trade off between speed and brawn.
Conclusion
The game is easy to learn, but the interaction between the playing cards can be extremely complex. Wiz-War set the Replay Value Dial at 11 an then it broke off the knob. Here is a game that always plays differently and is full of twists and surprises. Well sure! It's just what you'd expect in a battle of magicians.
Most impressive to me though is the fact it manages to keep all the wild swings and crazy interactions in balance. No one strategy dominates. The classic choice between maneuver or direct contact with the enemy is always being weighed. Like Backgammon, Wiz-War has strong back-game potential. Your position is not hopeless until you are officially knocked out of the game.
That might seem like too much of a good thing, so a word of explanation is in order. That balance is achieved by ruthless competition and ever-shifting alliances. The rules allow for considerable cooperation between players. When one player is threatening to win, the rivals are quick to ally long enough to pop that balloon. Alliances of the moment appear and are replaced often within the space of a single turn. The chivalrous rarely fare well inside the maze. Hey, it's nothing personal.
So if you want an easy game to learn that is hard to master and offers a lot of replay value. try Wiz-War. If you love tactical battles and direct player-to-player competition, try Wiz-War. Or if you just like a crazy game where you are allowed to hurl the dice at the game board, try Wiz-War.
It is one of the best game systems ever, and now it is back in production. I am excited to see what the new version looks like, and I look forward to telling my old Wiz-War pals that the battles can begin again.
Additional information
Wikipedia article on Wiz-War
Wiz-War Fan Website
Tom Jolly Games(designer & small businessman)
Fantasy Flight Games(game distributor)