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Spellbook Design and Construction / Re: Dear Forum, please build with me: 4-6 starter Spellbooks
« on: August 04, 2015, 07:57:36 PM »
I can see the point you are asking for clearly.
Personally, after mobilizing more and more friends to play mage wars with me, I think the most important is to keep the game exciting.
I disagree that 120 point books and crazy strategies are scaring newbies away. What I do is that I introduce them to all spellbooks that are available in my box and what ideas are in it. There are books from this forum that I want to try out and my own creations.
Then we play more or less with open cards the first rounds and getting more secret as time passes and they learn. I give hints about what cards in their deck are important and powerful. It is not the overwhelming surprise that is making it fun, but the development of the whole progress. Having very different spellbooks prepared shows more variety of what is possible.
What I really miss (I think I print some stickers and stick them on the arena walls) is a written down hint that shows the 3 dice attack you get when pushed against w wall. Nobody sees that coming or realizes that option and there is never a good moment to tell that :-(
For different mages I would take interesting ones that are not specially focused on one strategy. No Sardonyx. No cool Sacromancer and no Talos Build.
What I think is working good is
- A solid forcemaster with 2 thougtspores (sleep, force push and forcehammer prepared), invisible stalker and a force blade
- A Warlock with lot of fire. A lash, some fireballs, firewalls, some firecreatures.
- A Beastmaster swarm with a lair and many falcons
- some Wizard like the wizzly grizzard with a shooting tower. I preferred to put 2 grizzlys in there. That is scary and fun to play!
Finally I think people run away if they think it is too complicated. Be soft. Give hints and let them change cards if they got a spell wrong. Make it a close game. It's generally no big thing if somebody looses if there was a chance.
Personally, after mobilizing more and more friends to play mage wars with me, I think the most important is to keep the game exciting.
I disagree that 120 point books and crazy strategies are scaring newbies away. What I do is that I introduce them to all spellbooks that are available in my box and what ideas are in it. There are books from this forum that I want to try out and my own creations.
Then we play more or less with open cards the first rounds and getting more secret as time passes and they learn. I give hints about what cards in their deck are important and powerful. It is not the overwhelming surprise that is making it fun, but the development of the whole progress. Having very different spellbooks prepared shows more variety of what is possible.
What I really miss (I think I print some stickers and stick them on the arena walls) is a written down hint that shows the 3 dice attack you get when pushed against w wall. Nobody sees that coming or realizes that option and there is never a good moment to tell that :-(
For different mages I would take interesting ones that are not specially focused on one strategy. No Sardonyx. No cool Sacromancer and no Talos Build.
What I think is working good is
- A solid forcemaster with 2 thougtspores (sleep, force push and forcehammer prepared), invisible stalker and a force blade
- A Warlock with lot of fire. A lash, some fireballs, firewalls, some firecreatures.
- A Beastmaster swarm with a lair and many falcons
- some Wizard like the wizzly grizzard with a shooting tower. I preferred to put 2 grizzlys in there. That is scary and fun to play!
Finally I think people run away if they think it is too complicated. Be soft. Give hints and let them change cards if they got a spell wrong. Make it a close game. It's generally no big thing if somebody looses if there was a chance.