What's the matter?
In Mage Wars, players step into the role of magician and try the Lebenspuntke of another magician to bring to zero. So far, so well known - the gameplay is similar to Magic The Gathering - two magicians the duel. In Mage Wars still swapping in a game board, which adds an additional component. This game principle is known from Summoner Wars. Is Mage Wars so ultimately only the linking of two well-known game elements? No, one is reminded when playing at any of the two games, which is situated on the card mechanism itself above all.
Unlike virtually all other card games that I know in this type there Mage Wars no card deck that is mixed, pulling a few cards and then hope the matching cards to your hand to get, so you can play good and deadly combos. In Mage Wars one imagines the game his deck of cards available - similar to Magic - and then but can choose exactly the spell in the game at any time you wish for for the current round, provided he is ever in your spellbook. So you are not dependent on the tightening, there are no cards are lucky, you may at any time make exactly what you want. This mechanism is actually totally banal, but in the form it existed in my knowledge to not yet in a card-driven game, so it's pretty unique and from Mage Wars makes a unique game experience.
Who Mage Wars is recommended?
Mage Wars is an absolutely great game - but not fully recommended. For those who know what they are getting, it's great, challenging game where you can have long-lasting fun. The basic prerequisite for this is a solid game partners who do not just like to play along, but Mage Wars also like very much. Why? Due to the learning curve of the game and the ways deck construction. Someone who has played the game a few times will always defeat a novice who does not know the cards and sayings. So it is necessary that one is dealing with the game and the cards.
While there are pre-fabricated decks for beginners as well as advanced users. With which you can play the game well, but if you've played it a few times one might easily put together spell books themselves. One would like to have certain spells in your spellbook, you want some sayings have often and toss out the other you do not use anyway. So one begins to experiment a little. Here then comes a point where you need a partner who will invest as much time and passion into the game. Because of course I can even simply two spellbooks create two different wizards so my players has a good deck available. But if he has not himself created it, he will not be able to play well and will be able to lose it again.
So it is important for a Mage Wars or to have two playing partners who play it often. If only to the pre-set at some point to be able to play smoothly, because there are about 123 keywords, and it is very helpful when you're so far that you have to ask is not every other keyword.
Conclusion:
Mage Wars is a great game that knows how to impress with a great depth and adaptability. The quality of materials is very good, the spell books are great. But it is not a game that you play by the way, it should regularly land on the table. I'm quite often asked what games I can recommend for two people who have a great depth of play, without being too complicated. Mage Wars is as definitely a recommendation.