Showing posts with label wiz-war mastered. Show all posts
Showing posts with label wiz-war mastered. Show all posts

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.









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


Friday, January 1, 2021

Can 2021 be the year of fresh air on this game?

Hi everyone. We don't meet since last year, i'm very sad about the empty of contents in this blog, and i want to really apologize you.


I'm writing that because in the last days, a lot of interest about Wiz-War come back. Everything starts when a fan wrote me on our Facebook Page. She wanted to find a copy of Malefic Curses expansion (wich btw is very sad to see it's out of stock everywhere) and she asked me help to find it. Besides that fact, what i was really amazed was the good reviews i received on our work, and seeing that there are still people that, in 2020, want to play wizwar, and find this blog, and find it really good, it's something that warm my heart in a way you can't image.

I made this blog/site in a moment when i played boardgames so much with my own club, that i was creating everything around that. Today the blog has more than 80.000 visit, in 6 years, and i found it incredible. This is the reason behind my effort to take care of it another time. I really want to make something people can see through while thinking about the game.

Speaking on something real, it seems like Tom Jolly is working on a new version of the game. FFG some months ago drop the publishing of the game (and i think the right to do it too), so we really hope this year we can see something new. Personally, i found the FFG edition a great one, and i really miss a 3rd expansion to complete the whole game. But i'm curious about the new project.

I saw a lot of spam in a page with tons of comments from what i think are hacked accounts. I work to clean that page so now you can see normally. I also figure out your comments way more time after you wrote, sorry for my no-response in the past, i promise i check the blog more frequently.

I really want to do something live on Twitch and publish videos about the game on Youtube through my personal accounts. We are still really small, so sorry if i use it although a dedicated one. 

I thinks for today we are done. I want to really wish you a great new year, and i hope we can meet one day somewhere.


Stay Tuned!


Sunday, October 14, 2018

Mods - Scenario - Mystic Forest - The Temple into the Forest

MYSTIC FOREST
THE TEMPLE INTO THE FOREST
SCENARIO



DOWNLOAD THE PRINTABLE PDF

In this scenario, you can find the perfect battleground both for your regular matches or deathmatches. The four chambers contain each one a treasure chest, useful for gain more spells. The Trapdoors can change players strategy, helping or damaging it, the big central well restore your energy, but don't abuse it, or you find hard to pay the offers for such great benefit. 

All of this placed in a very open map, without obstacles of Line of Sight except of the chamber's walls. Each player start in a corner that choose itself, draw your hand of cards and start the fight!

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SCENARIO MANUAL

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Trap Doors


There are 8 Trapdoors on the field. Each time a wizard or creature pass through one of this trap, it must roll a die, then it apply an effect depends on die’s result:

1 - A hot steam cloud explode in the air. Target wizard or creature take 2 phisical damage, then come back 1 square. It turn ends immediately. Target wizard gain 1  DOORKEY

2 - Target wizard or creature become tangled by vegetable tentacles. It cannot move as long as those tentacles are destroyed. Tentacles take 2 crack or 1 fire damage to be destroyed.


3 - Target wizard or creature it’s teleported in the Trapdoor in front of it on the other side of the map. If another wizard or creature it’s placed on the arrival square, the teleport fails and the wizard or creature that activate the trap suffers 2 phisical damages and gains 1 stun token.

4 - Target wizard found and gain 1 DOORKEY 
 

Wall Doors


The doors placed of walls are permanently closed, and can be open by any wizard or creature with a DOORKEY or item that open doors normally (like Pick Lock). Doors take 3 crack to destroy. When destroyed, target wizard or creature suffers 3 magical damages.



Holy Well of Fresh Water


The well block movement through it but don’t block Line of Sight (<LOS>)

When a wizard is adjacent this well, it can choose to drink the water to regain life points. Drinking from the well gains you 5 life points and 1 WELL TOKEN.

To drink from the well, you must before pay an offer discharging spell cards from your hand. The number of spell card you must discharge to drink the water is equal to 1 + N° of WELL TOKENS you have (i.e. if you have 2 WT, you must discharge 3 cards). If you cannot afford the offer, you cannot drink from the well. Drinking from the well it’s not an attack, and your turn ends immediately.



Treasure Chests


Each time a wizard is in a square with a treasure image, it can open the chest; target wizard draw 5 cards (apply normal rules about drawing a cards), then place a personal token on it. Chests can be opened only once. A wizard can open any number of chests.
 

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