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Rating: 7.8 Very Good
Players: 2-4 players
Playing time: 60-1005 minutes

Official Site: Official FFG Wiz-War site

Created by: Tom Jolly, Kevin Wilson, Philip Dickenson, Javier Guzman, Bill Hallier, Christophe Madura, Denis Medri, Dallas Mehlhoff, Bob Renzas, Gabe Rose, Brian Schomburg, WiL Springer

Published by: Fantasy Flight Games, Edge Entertainment, Giochi Uniti

Alternate Names: Wiz-War, Wiz-War: Krieg der Magier, 奪寶奇巫 Wiz-war (繁體版)


In Wiz-War, wizards wage no-spells-barred magical duels deep in an underground labyrinth.

This classic board game of magical mayhem for 2-4 players, created by Tom Jolly in 1983, pits players' wizards against each other in a stupendous struggle for magical mastery.

Win by stealing other wizards' treasures and hauling them back to your base, or just score points by blasting the other wizards. The last wizard standing always wins.

Staying true to the spirit of the game that has entertained players for years, as well inspiring an entire genre of games, this 2011 edition of Wiz-War caters to the imagination and the funny bone.

Casting an enriched array of spells, your wizards race through an underground maze, avoiding fireballs, werewolves, and psychic storms. Subtle game enhancements by Kevin Wilson and Tom Jolly promote faster play and clarify card effects.

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This section describes the Wiz-War components in detail.

Sectior Boards

These sector boards are used to build the game board.

Each sector board shows a map on each side: one with a classic layout from the original version of the game, and one with a new layout created for this edition.

Plastic Wizard Figures and Colored Bases

The plastic wizard figures represent the players' wizards during the game and are placed on the colored bases to indicate which player controls which wizard. …

This section explains how players move their wizard figures, attack, and cast spells.


At the start of a player's Move and Cast phase, his wizard receives movement points equal to the wizard's base speed (normally 3) to use at any point during the phase.

Movement points are spent to move around the game board. By spending 1 movement point, a wizard can move to an adjacent square.

Wizards cannot move diagonally, nor can they pass through walls, locked doors (see below), or other objects that block movement, such as stone blocks. Wizards may move through and even end their movement in the same square as another wizard. …

This section address rules not previously explained.

Hat Tokens

Hat tokens are placed on cards to identify which wizard is targeted by those spells. For example, if a permanent or temporary spell targets the red wizard, place a red hat token on that spell's card.

Players also place hat tokens on object tokens on the board when multiple objects of the same type (two rosebushes, for example) are on the board. The hat tokens indicate which player's spell created the duplicate. …

This section contains several optional rules that players may wish to try. Players may use any number of optional rules, as long as all players agree on which optional rules (if any) they wish to use. Optional rules marked with the symbol were standard rules in previous editions of Wiz-War.

Uncluttered Minds

Maintained spells do not count against a player's maximum hand size.

Custom Spellbook

Before building the Magic deck, split the players into two groups. Each group receives one of the cantrip schools to start, and then each group takes turns drafting schools of magic until each group has drafted three more schools, whereupon each group shuffles the deck they have built. …

Base Speed: The standard number of movement points a wizard has for his turn (usually 3). He can move one square per point used.

Carried Item: An item card in a player's play area that represents an item his wizard has available for use or is currently using. While carried, the item counts toward the player's hand size and is not an object. If dropped, the item is represented on the board by a marker and becomes a dropped object (which counts as an object). …

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