Arcane Wonders Forum

Mage Wars => Player Feedback and Suggestions => Topic started by: Scarob on October 14, 2012, 03:47:16 PM

Title: Expansions
Post by: Scarob on October 14, 2012, 03:47:16 PM
Ok then, there has been quite a lot of talk about expansions for MW. Ranging from school specific spell tomes, to generic second spell tome to Mage specific tomes....all yet to be decided from what ive read

sooooo I thought that a thread in the Suggestions section souly for people suggestions for Mage Wars would be of use ^^

Here's my ideas:
Arena expansion - new designs of the existing game board that could relate to different areas of the Mage Wars world map?

Single Zone tiles - a pack for single zones that contain different effects, pit fall, low gravity, spike trap that attacks all in the zone and triggers on the roll of a 10+ each time the Initiative marker is passed along to the next player

so what are peoples ideas then?
Title: Re: Expansions
Post by: Shad0w on October 15, 2012, 11:22:15 AM
Quote from: "Scarob" post=2152
Ok then, there has been quite a lot of talk about expansions for MW. Ranging from school specific spell tomes, to generic second spell tome to Mage specific tomes....all yet to be decided from what ive read

sooooo I thought that a thread in the Suggestions section souly for people suggestions for Mage Wars would be of use ^^

Here's my ideas:
Arena expansion - new designs of the existing game board that could relate to different areas of the Mage Wars world map?

Single Zone tiles - a pack for single zones that contain different effects, pit fall, low gravity, spike trap that attacks all in the zone and triggers on the roll of a 10+ each time the Initiative marker is passed along to the next player

so what are peoples ideas then?


We had talked about those ideas and more but that was months ago. We had so much to do before the game came out that I had forgot to ask if they are even still in the works. Plans change all the time so I found it is best just to go with the flow and wait till I get the newest info / updates. I hate to get peoples hopes up and then find out about a delay in the plans. This is also the main reason when I give any kind of special info I try to avoid any kind of time frame.
Title: Re: Expansions
Post by: Scarob on October 15, 2012, 03:31:30 PM
yes we had, but they were part of multiple random stand alone threads - with it here it allows all, including the new players who have joined to see what ideas exist in one place...that was the point of this new thread as it is all in one place and in the relevant section
Title: Re: Expansions
Post by: Shad0w on October 16, 2012, 08:59:44 AM
Quote from: "Scarob" post=2176
yes we had, but they were part of multiple random stand alone threads - with it here it allows all, including the new players who have joined to see what ideas exist in one place...that was the point of this new thread as it is all in one place and in the relevant section


I was not complaining about the thread I think it is a good idea to try to gather all the info in one place. The main reason for my original post was to let people know why I can not always be as forthcoming as I would like. Most of the time transparency is a good thing if the info is not outdated.
Title: Re: Expansions
Post by: SeanDeCoy on October 16, 2012, 10:50:02 AM
I love those ideas. I know that I'd like to see story related arenas. Maybe the official "Westlock" arena, or an arena for "Straywood Forest," etc. We're pricing them out with manufacturers to see if this is possible to include in OP or not.

There was actually a time when we thought of doing puzzle cut pieces for the arena so they could be made in any shape or size. The only problem was cards kept snagging where the zones interlocked, we hated that aspect of it.
Title: Re: Expansions
Post by: kaisunset on October 16, 2012, 02:29:22 PM
From what I have gathered, some expansions will include two new mages with contrasting abilities or philosophies. Here’s my suggestion for such an expansion:

Spirit Weaver: “We are all part of the pattern. You are the threads and we, the weavers, will spin your story. For how can mere threads understand the part they are supposed to play in the greater design?”

Spirit Weavers from ancient legend and are rumored to be as old as the Gods. With the arrival of the Chaos Mages, they have come out into the open once more. While the Chaos Mage tears the pattern apart, the Spirit Weaver binds it together. The Spirit Weaver can turn your creatures to her purpose or summon transient creatures that attack immediately and then vanish. Her foe is never certain of the direction he will be attacked from next; it might even come from his own ranks!

Chaos Mage: “We come to you from a plane called Chaos. We come not to take your world from you, but to bring you into ours. Travel the void with us, free of the pattern, and forge your own destiny!”

The Chaos Mage is only partly in this plane. Dark and mysterious, his creatures can become portals into the unknown plane called Chaos, dragging weak or damaged monsters in that zone with them. When sacrificing his creatures in this all-or-nothing attack the Chaos Mage must exercise perfect timing, and any opponents must be on their toes to survive.
Title: Re: Expansions
Post by: Shad0w on October 16, 2012, 02:46:55 PM
This is more for talking about know expansion info not mages you would like to see. :dry:  In-fact we have another thread for that. (http://magewars.com/jsite/forum/mages/55-mages-that-you-would-like-to-see-in-the-game#2220) I noticed you already replied in that thread. The kind of info that belongs here is 4 player expansion, Forcemaster vs. Warlord, Druid vs.Necromancer, and other info that was spread out over several threads.

I would say a good rule of thumb would be this is more about confirmed info.

4 player expansion - have not had an update in a while do not know status
FM vs War - still in testing
Druid vs Necro - Waiting to be tested
Title: Re: Expansions
Post by: Mestrahd on October 16, 2012, 03:19:18 PM
I hope the Necromancer brings an abundance of nonliving creatures. I think the core only has 2 if you count Whirling Spirit. That makes a few of the conjurations less than desirable. But if you could summon whole hordes of nonliving creatures, they'd be much more effective.
Title: Re: Expansions
Post by: kaisunset on October 16, 2012, 03:25:44 PM
On the topic of Necromancers, it might be cool to have an additional cost to summoning non-living creatrues. Maybe Exiling creature cards from the graveyard?
Title: Re: Expansions
Post by: Some_call_me_Tim on October 25, 2012, 04:27:45 PM
After watching the excellent tutorials and readign the rules and other stuff online, I ordered the game today. Can't wait.

A couple of ideas I have:

1. How about putting out packs of the 4 wizards from core set with alot of there core spells as packs? So if you want to do beastmaster vs. beastmaster you don't have to get another core set. Easy to keep track of who is who with the colored tokens.

2. How about a spell that lets you put your cast spells back into your spellbook?
Title: Re: Expansions
Post by: eekamouse on October 26, 2012, 03:43:53 PM
I was talking about this with a friend, and we would really like to see some kind of terrain added to the game, but agree that it would probably be difficult to balance etc... We haven't given it much thought, but it seems like it would be easier with more room (a second board etc...).
Title: Re: Expansions
Post by: Klaxas on October 31, 2012, 04:47:35 AM
i seem to remember that terrain was going to come into play at some point in the form of conjurations that added effects to certain zones, and a geomancer that was adept at changing the arena to suit his needs.  (i heard this mentions on BGG I believe it was)
Title: Re: Expansions
Post by: Scarob on November 04, 2012, 04:01:43 AM
one thing that iv been wondering about is with the mage expansions - will they only include the mages spellbook cards? or action tokens, quickcast token, dice and the like as well?
Title: Re: Expansions
Post by: SeanDeCoy on November 05, 2012, 09:00:04 AM
Quote
one thing that iv been wondering about is with the mage expansions - will they only include the mages spellbook cards? or action tokens, quickcast token, dice and the like as well?


They will include 220 spell cards (I believe that's the right number), two spell books, additional rules, and then extra cardboard markers (for new abilities and conditions that come into play).

There will not be new action tokens, quickcast tokens, dice or arenas.
Title: Re: Expansions
Post by: Klaxas on November 06, 2012, 04:30:28 PM
i would like to comment that the extra spellbooks may not be needed, unless they are of a delux variety with the name of the mage printed on the spine.  this i would greatly love to see.  a warlord cracking open a book of strategy and tactics, while the wizard opens an arcane tome, and the priestess a prayer book.
Title: Re: Expansions
Post by: Shad0w on November 06, 2012, 06:14:00 PM
Quote from: "Klaxas" post=2992
i would like to comment that the extra spellbooks may not be needed, unless they are of a delux variety with the name of the mage printed on the spine.  this i would greatly love to see.  a warlord cracking open a book of strategy and tactics, while the wizard opens an arcane tome, and the priestess a prayer book.


I can agree with this because it would be better to keep the price point down on the mage v mage sets. But on things like the 4 player expansion I thin 2 more books would be nice.
Title: Re: Expansions
Post by: Klaxas on November 08, 2012, 04:42:33 PM
exactly the extra spellbooks would be better placed in the 4 player expansion.
Title: Re: Expansions
Post by: Talamare on November 14, 2012, 10:09:19 PM
I agree that the extra spell books should be reserved for the 4 player box

The idea is that these expansions are mostly not playable without a core set anyways, right?
Title: Re: Expansions
Post by: Hedge on November 15, 2012, 12:43:40 AM
the expansions are planed to be playable on their own.


Hedge
Title: Re: Expansions
Post by: Dragonsoul101 on November 20, 2012, 07:48:21 PM
So are the dates set for when the expansions are to come out cause I watched the dice tower review.  I want to raise the dead as I heard a rumor
Title: Re: Expansions
Post by: Shad0w on November 21, 2012, 06:23:45 AM
Quote from: "Dragonsoul101" post=4670
So are the dates set for when the expansions are to come out cause I watched the dice tower review.  I want to raise the dead as I heard a rumor


Target date range was end of Jan - early Feb. Seeing as I have not asked the AW about this since about 4 weeks ago I do not know how on track we are to meet that time frame. If we do meet that I believe that would put the Necro / Druid set on track for about Easter. Like is said this was as of a month ago so things may have shifted.
Title: Re: Expansions
Post by: DarthDadaD20 on January 31, 2013, 06:57:43 PM
Great Ideas! I REALLY hope that there is x4 copys of each spell....As much as I enjoyed purchasing two core sets, I hope that it isn't necessary for every expansion just to get x4 copys. I know you really dont NEED x4 of every spell, but I like to know I'm not limited in my tome building....
Title: Re: Expansions
Post by: Sausageman on February 01, 2013, 07:02:18 AM
Quote from: "SeanDeCoy" post=2203
I love those ideas. I know that I'd like to see story related arenas. Maybe the official "Westlock" arena, or an arena for "Straywood Forest," etc. We're pricing them out with manufacturers to see if this is possible to include in OP or not.

There was actually a time when we thought of doing puzzle cut pieces for the arena so they could be made in any shape or size. The only problem was cards kept snagging where the zones interlocked, we hated that aspect of it.

I agree with both parts of what you've said here.  Interlocking pieces are ok, but the snagging would be more of a bane than the flexibility they would give.
But bring on the signature arenas.  Ones that have global effects to make you really think on your toes.

Is the thought that an audience is watching the mages dual?  And if so, any though of some audience participation?  :)
Title: Re: Expansions
Post by: teroks on February 02, 2013, 08:35:09 AM
I am a little bit curious that how 4 player expansion etc. is going on? I am looking for possibility to expand game to playable by two, three and four players.
Title: Re: Expansions
Post by: Texan85 on February 02, 2013, 12:55:44 PM
There are so many amazing directions to take this game. IMO new card sleeves first.
Title: Re: Expansions
Post by: Locusshifter on February 04, 2013, 03:57:45 PM
Quote from: "SeanDeCoy" post=2203
There was actually a time when we thought of doing puzzle cut pieces for the arena so they could be made in any shape or size. The only problem was cards kept snagging where the zones interlocked, we hated that aspect of it.


When it comes to tiled layouts, paper maps, and the rest that make moving chits and cards around harder I've found the only solution to be a poster frame or a piece of plexi. I would still love to see some vinyl mats but they're not cheap either.
Title: Re: Expansions
Post by: Sausageman on February 05, 2013, 06:36:02 AM
Quote from: "Locusshifter" post=7081
When it comes to tiled layouts, paper maps, and the rest that make moving chits and cards around harder I've found the only solution to be a poster frame or a piece of plexi. I would still love to see some vinyl mats but they're not cheap either.

I'd buy a vinyl arena.
Then again, I'd also buy additional dice sets (at least one anyway), Mage Wars card sleeves, new spell books, essentially anything they want to bring out  :)
I have money, I want to give it to you.  :)
Title: Re: Expansions
Post by: sIKE on February 14, 2013, 07:29:22 PM
Has their been any thought towards a Deluxe Version expansion that has all the bells and whistles and a base expansion that has just the bare minimum. This way you can do a larger run on the cards themselves but smaller amount on the bells and whistles. The economics of this approach are unknown to me but if it is feasable you could make all (well almost at least) happy.
Title: Re: Expansions
Post by: Gkitnnek on March 25, 2013, 07:04:13 PM
A little late on the response but I would +1 the zone tiles with effects on them.  More customization and strategic planning is always a good thing.

Perhaps like someone mentioned, with a Geomancer or something.
Title: Re: Expansions
Post by: Godofzombies on June 18, 2013, 06:17:49 PM
How about a chronomage and/or a zodiac beastmaster?
Why a mage who manipulates time and a mage obsessed with the zodiac?
Because there are 12 hours on a clockface and 12 animals in the zodiac.
And why is twelve so important? Because mage wars has a 12 sided die!
You could have special tokens like that random direction token from Forcemaster vs. Warlord, that interact with the effect die. Or spells that specifically use it in new ways:

Example:
"Midnight doom" Enchantment: nonmage creature. At the start of your upkeep phase, roll the effect die and add +1 to the roll for each time counter on midnight doom. If the result is 12 or higher destroy the enchanted creature. Otherwise add a time counter to midnight doom.

 
Title: Re: Expansions
Post by: nitrodavid on June 18, 2013, 06:46:25 PM
zodiac mage would have a wheel that starts the game at a position determined by a d12. each position grants a different buff. eg
aries = charge + 1,
Leo = piercing + 1,
Gemini = +1 melee for each pair of identical creatures on board,
Scorpio = all mele attacks have 11+ to taint etc.

additionally each of the 12 signs of the zodiac fall into one of the 4 elements earth, water, fire or air so the Mage will get +mele or range when he uses the related spell.

the zodiac position will move to the next one at the end of every turn, and the mage as a quick action can role the d12 to change the position.