Hello everyone, new to this forum, new to MAGE WARS (recently got hooked on the German Version, which has been released on the Boardgame-Fair in Essen).
Here's a variant I thought of, haven't had the opportunity to test it yet, though, so I'm eager to hear what you guys think of it.
The idea is, that you don't start with your whole Spellbook available from the start, but it'll fill up during the course of the game. For this idea we'll need a new stat, I'll call it "Intelligence", which in the beginning for each Mage is 5 (keep track of it with a couple of dice).
- Intelligence determines, how many cards there may be in your spellbook.
- So, in the beginning, each Mage shuffles his Spellbook-deck and draws 5 cards. As an initial action you may discard 1,2,3 or all cards and draw new ones. Shuffle the deck anew, put these 5 cards in your Spellbook.
- Make your turns.
- In the end, right before the Initiative-Marker switches players, Intelligence goes up +1 for both Mages.
- Now, as a new initial Phase, both Mages fill up their Spellbook according to the new Intelligence-value, so now both start the new round with 6 cards in their spellbook, and so on.
Besides, this could also be a good way to introduce the game to new Players, since on your first try you'll get easily overwhelmed by all the options available.
Now there's a couple of variants you can introduce to this style of gameplay:
- At the end of a round Intelligence doesn't go up +1, but the player with the Initiative rolls a 6-sided Attack-Die:
- Blank: Intelligence stays / 1: Intelligence +1 / 2: Intelligence +2
- Critical Hits count as a simple 1 or 2
- Roll counts for both Players.
Or, if you'd like a bit of Competitive Risk and Randomness, try this one:
- At the end of a round, the Player with the Initiative rolls a 6-sided die.
- Blank: Intelligence stays for both players / Normal Hit: Intelligence increases accordingly for both Players / Critical Hit: Value only counts for the Player with the Initiative, the other Player gets one less (2 = 1 or 1 = 0).