I am trying to get more people in my area interested in Mage Wars and have decided to use the Apprentice Spellbooks to teach the game. However, the newer Mages lack these handy learning tools, and I know that they would be very popular with players. I have one guy who is absolutely sold on getting the Necromancer, though I'm still trying to convince him that he needs to get the Base Set as well, lol.
Anyways, I am thinking about trying to build my own Apprentice Spellbooks for the Mages that have or will come out with Expansions. Maybe not the Alternate Mages, but definitely the other ones. In tackling this endeavor I was wondering what rules or guidelines I should follow? If the design team wanted to share what thoughts went into the original Apprentices, I would be thrilled, but any feedback from anybody would be appreciated.
Comparing the existing ones to each other, this is what they seem to have in common:
1) All have 30 Cards exactly, with very few duplicates. No card has more than 2 copies included. The books range from 23 distinct spells (Beastmaster) to 26 (Wizard).
2) They range from 56 Spell Points (Warlock) to 69 Spell Points (Wizard).
3) They all include a Chest Piece, a Weapon, and one other defensive piece of equipment. For three of the four, that constitutes the ONLY equipment they have. The Wizard breaks that trend with an extra defensive item and an Elemental Wand.
4) No Conjurations. Well, except for 2 Tanglevines included with the Beastmaster's Enchants.
So, right now I'm thinking that the big thing is that an Apprentice Spellbook should have exactly 30 cards. Just seems like too much of a coincidence that they all have that number in common. It must be some kind of magic number for including the right amount of versatility without overwhelming new players. Spell Points seem to be less important, with the Wizard having over 10 more than the average for the others, but I think I shall still stick to around 60 Spell Points. Maybe set a range of 55 to 65, allowing me some flex within my 30 card hard rule.
Besides that, Versatility seems to be the name of the game. Leave out Conjurations unless I absolutely have to have it, but otherwise include a wide variety with many options. Each Mage should have a Dispel, Dissolve, and Heal or something equivilent.