So I played my first full game of Mage Wars today with my wife after only having played a couple of apprentice games. She took the Beast Master and I the Priestess and we used the rulebook spellbooks.
I will not recount the game here except to say it was fun and after being chased all over the board by her gaggle of beasts and nearly dying twice.. I actually won B) . We both enjoyed playing, although the game went close to four hours.. :blink: A good chunk of that was looking up traits and conditions and clarifying rules, so I'm sure we'll trim that down with more plays.
Anyway I kept tabs on a few questions that came up as we played..
The first is kind of funny... At one point I put her Redclaw Alpha to sleep. With no other way to wake it but to damage her own creature, the only convenient one was Sosruku the Ferret. We played it such that the Taunt condition was required and her Alpha would need to attack the ferret on its next round attack. I killed the ferret before this could happen, but were we playing this right? Was the Taunt condition correctly applied to her own creature or is taunt optional?
Regarding Dazed creatures... this doesn't seem to affect movement, just attack. Is that correct?
Also, can a Dazed creature guard? Any reason a Dazed creature can't move and then quick attack a guarding creature if it makes its role?
Does Armor reduce damage from being 'Bashed' into a wall via Force Push?
Finally, should the cost for Dispel include the Magebind cost if the enchantment is dispelled from a Mage?
Anyway, I'm very happy to have gotten a full game in and am looking forward to tweaking the spellbook for the next mage I play! The Priestess was funner than I expected.