Wednesday, January 21, 2026

Differences between Wiz-War's 8th and 9th edition: Game's rules


Overall, the rulebook seems pretty simplified, and way shorter than the 8th one. I was afraid that they had removed many parts, but the changes are all about speeding the game up. They removed many limits, and they left different schools concept to welcome back a single magic deck. At first, as I reported in the preview, the game seems better suited for new, casual players.

The rulebook itself is pretty smaller because the tone used in this version is way more practical, sometimes avoiding confusion as we founded (and loved) in 8th. I don’t like, though, the fact they printed it in a foldable 6 pages sheet, since I’m sure i twill be ruined in less than a dozen of games.

 I will list all the difference you can find between the 2 games, according to the rulebook. Since I don’t want to write all rules again, I’m going to write only the rules that have been changed, and I’ll provide you the rulebook scan (look at the end of this post) for the whole read. Update: I’ve tried the game in a game with a 8th ed. veteran friend of mine and a new player.

-          At the end of your turn, you may discard AS MANY CARDS you want, and then you draw UP TO 7.

-          No more Energy but Numbers. These number works exactly as the energy before, but while the limit of 1 number boost per spell remains, you can now boost EVERY ACTION, both spells and movement and so on. There stilli s “Add” letting you to combine 2 numbers for a single spell, but you will also find more cards that allow using multiple number. Nevertheless, the Number cards are considerely less than old energy ones.

-          Pick up now don’t differ from Treasures to Items. Anytime you want to pick up an object (both items, magic items or treasures), your turn ends immediately.

-          Speaking about objects, they are now well divided into “Normal Items” and
“Magic Objects”; the key difference is that you can pick up normal items and bring back in your hands (and even discard it at the end of your turn), but if someone had played a magic objects, from now on it must be showed (faced up in front of you) no matter what, so if you pick up one from floor, you must put it in front of you. This count as a carried items in your hand’s card limit. Lastly, the 9th ed. focus on the return of Magic Stones, I’ve founded a great numer in the deck.

-          Even with this distiction, Objects rules are a bit confusing. For example, they don’t state precisely that Treasures are now considered just a type of object. Nor they don’t tell players if the spells that create something (i.e.Thornbush) are maintained spells (so you can dispel them) or they just create the object and you simply discard them

-          Walls and doors are now identified as “Terrain” (this would just change how cards and rules refer to they). They lost the crack feature, and now they just have hit points like creatures, and you have to keep track of the damages:

o   Wall 20 hp

o   Door 10 hp

o   Thornbush 5 hp (it’s resist fire now)

o   Granite block infinite hp

-          They put a great focus on declaring doors left opened. You cannot left open a door while not adjacent, even if it’s yours (every door in your sector). It’s not forbidden to place a door between 2 sectors, and walls created between 2 sectors must roll a die to know if they stay there or they are destroyed. If they remain, they stay in position. You can apparently create Doors on Walls. On the other hand

-          Rotate sector work exactly as before, so portals stay in place. In addition, another card which return from the old times is “Swap Sector”, which allows you to swap 2 sector boards without thouching anything.

Since spellcasting went into major differences, although hidden, I’ve decided to give them a proper post next to this.

Everything considered, these rules don’t look capable of making the game much easier. But surely the rules are pretty different in some aspect, and I believe the focus here was to bring back to life old version’s flavour. I believed this would speed up the game, but as we played our first match, we found it more about preparing a big, scenographic end than speeding up actions. It’s a matter of time finding out if the unknowledge of this new deck played a major role in that match or not.









Sunday, January 11, 2026

9th edition UNBOXING and first touch

After more than 2 years, I've finally decided to buy the 9th edition. I know, I'm late but I don't play boardgames as 10 years ago, and I've read mixed reviews about this edition. Before going into deep, let's say something:

THIS IS NOT A REVIEW OF THE GAME, I HAVEN'T READ RULES YET

That said, since I buy it I want to express my thoughts trough the whole process, so lets take the game out of the box. I don't have much expectations, because the game is published by Steve Jackson Games instead of Fantasy Flight Games, and this will affect many aspects of the game components.

First of all, the game's illustrations are totally different from the 8th ed., but this would be noticed so much because, as you will see, there aren't many illustration in the whole game.


THE BOX

Many people complained about a minor quality of materials, and I must admit this would come out as soon as you touch the box. It's smaller that the 8th ed. and covered in a gloss paper instead of rough (something you are going o see in almost any piece of the game). 

Into the box we find the usual 1/3 hole that obviously is too tight for the components once you pull out from paper dies. Luckily you can turn its side and gain 2 spaces. 

In this edition they don't provide you with plastic bags, not a big deal but considering the cost of these it improve the feeling of poor quality.

In the box you'll find:

- a rulebook

- 6 two-sided boards

- 6 life dials

- 119 cards

- 2 paper sheets with every counter

- 8 colored bases (char) + 6 black ones (portals)

- a 4/8-faced die + 6 six-faced dice

You may notice I didn't mention miniatures, and you are right, there are not miniatures in this edition!


MAP BOARDS AND CHARACTERS

I wanna tell you some good news, in case you feel demotivated: the boards are great. They have little changes, and someone could miss the old, darker and personal boards with that great magic circle inscribed. But, let me say, these boards feel way more "old style" in a 80s fashion that suit perfectly for Wiz-War, since it was conceived in 1985. I also like the fact they are blank, so you can easily choose one, place your character token in the central hole, and that would be your board from now on.

They maintain the classic double side with one focused on paths and one targeted at a strong 9x9 "house". Treasure, walls and doors seems work as we know it, so I don't expect many difference in rules. Since the box is likely as big as old expansions ones, I believe they are of the same size.


Speaking about character, the first thing you will notice is there are 8 different ones from which choose yours. I like the different colors and the symbol they assigned each one, while the illustrations appear a little stereotypical and less powerful than the other. One big downside: they are paper made. You will not find any sort of miniature, and this could ruin your experience; ok, you can bring any fantasy miniature you want into the game, but really this is something really sad to see, and it will be the staple point of finding this version "cheap".






RULEBOOK, CARDS AND TOKENS

I'll cover the new rules in a specific post, and I'm going to scan cards to provide you the whole set as I've done for the 8th rd., but I must tell you I hoped for something different. The cards are just text without any image, and this could give you the original feeling of this game like in the 90s, but there are no symbols too, nor about target and timing, nor about schools (which I believe they have cancelled, since there is no clues into the deck). What I think are energy cards don't even say that, as they are just big numbers without any other text.

But what really grinds my gear (cit.) is the rulebook. Although the text seems pretty decent, they just put 3 images of boards and one for both tokens and cards. The booklet itself is a 6 pages foldable flyer, not a bad choice for a small format, but in a letter/A4 like is really far from good to handle in your hands. It also scares me that in 6 pages you are supposed to learn a complex game like wiz-war, so I fear the rules they have been shortened. Where this will take us?

I don't have much to say about tokens, since they are the less changed components. I'm really curious about the six faced dice you find in a vibrant, light green, but what really catch my attention is the new 4/8 faces purple die, which at first I believed to be just an 8 one.

The last but not the least, bigger life dials, blank as the boards, and some plastic bases, mandatory since all those paper pieces, complete the set, with 2 more portals to work with in a bigger map.

CLOSING THE BOX AGAIN

It's early to say the good or the bad of the game. We loved 8th ed. in every aspect, from rules to miniatures, to outstanding graphics and illustration, so it was already a challenge cope with that quality and I didn't expect this 9th ed. to be better, but for as I have watched, it doesn't come near too. Will this game be more friendly to casual players? It will be less enjoyable? Could we pretend the cheaper quality doesn't affect the overall experience? Will we see...

WHAT I LIKED AS FAR

  • colorless map boards
  • 8 different characters, each one in a different color flavors, 2 more that total players count
  • no energy tokens, who have ever used it in 8th ed.?
  • a brand new 4/8 sides die

WHAT I'VE ALREADY DISLIKED

  • rulebook, sorry it feels really bad
  • overall graphic, no effort in bringing some illustration in the game
  • no magic schools? everyone has to draw from a standard deck? no personalization? what did I open this portal for???




Friday, January 2, 2026

Wiz-War Mastered Updates

 As announced just a couple of weeks ago, I come back working on the project. To trace every progress made so far, and things that I plan to do, I wanna give you the roadmap which I promise I upload regularly. I'm considering to make also single post for big updates, so stay tuned. For now I'll stuck on simple list of things, I'm considering to put everything on a table using html.

Legend: Green text is what I've done, Red text is what I've planned, Yellow text for what I've started doing.

   last update: 11st January 2026

Website general updates and Wiz-War Mastered Project

  • Open Instagram profile > https://www.instagram.com/wizwar.mastered/
  • New overall website graphic
  • Contact people who share the same passion and collaborate
  • Open this project to older versions and different languages
  • Help me buy older version at fair price

Wiz-War 9th edition

  • Buying and unboxing the game
  • Complete card scans (eng)
  • Rules review after a match

Wiz-War 8th edition

  • Complete card scans (eng)
  • English card post with rules deep explanation (10%)
  • Complete card scans (ita)
  • Complete card scans (jpn) *personal dream*

Wiz-War Mastered Customization

  • Chosen Adobe Illustrator as main map generator software (I have a CC sub and I don't cope with online generators)
  • Downloaded a basic texture set
  • Set the template
  • Upload all the texture I need (floors, walls, objects)
  • Generate the first test map
  • Create a Database for manage Scenario and Creatures (20%)
  • Write the first Scenario Pack