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7.2

Wizard's Tower

(Looking for a publisher)
2006
Wizard's Tower
0
BGG Overall Ranking
2-5 players
Best: 2
2.0 / 5
Complexity
30 min
Playing Time

About Wizard's Tower

Magical energies await exploitation from you and your fellow wizards and the apprentices you each control. Cast the rune stones to find where you may put your apprentices to work. Use them to build ...Read More

Wizard's Tower Expansions

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Reviews

6
cornjob

I played a prototype, but I think the game is pretty polished from a design standpoint. With flashier components and production, the rating could improve.

This is a well-conceived game that certainly feels comparable to published fare.

The dice are used well, particularly the idea that you can forfeit one die to be able to change the face of one of the others. This game may be well-suited to something like the Silver Line.

6
phunlvr

Solid abstract; Mechanics were well thought out & reasonably balanced (although a "yellow" tower seemed a bit more powerful than the rest. Quick enough that it doesn't overstay its welcome. Has a little bit of luck which might be good for some & annoy others. Theme is totally pasted on & I'd suggest something more novel...

6.5
snoozefest

The board is several numbered sections, each divided into a grid of differently colored squares. On your turn, roll a 3d6: 2 regular, 1 with colors matching those on the board. You may spend one die to turn another to any face. Then, place token(s) in the region(s) indicated, on the color(s) indicated. If you get a group of 4 in a square, may remove 3 to convert the fourth to a tower. If you surround an enemy's tower, you may attack it and claim it. Towers built and attacked each are worth VP. Towers also give different powers, depending on the color space on which they stand (most triggered when you place a token on same color space in that tower's region; some changing attack/defense strengths or tower VP values). The game ends when a player has placed all their towers.

I generally don't prefer abstract games, but this one worked pretty well! Some graphics improvements would be helpful. Anyway, it might be interesting trying it with more players.

7
Ajax

Very much like a Colovini game. Though it's a dice game, it still supports short and long-term planning, like Yspahan. I think it's a winner!

7
Hector Vortac

Seth finally got me to play it, and I'd gladly play again. The key is the ability to use one action to change any one die; without it there's no game.

7.5
gotswe

Really fun, interesting and quite clever. I've only played half a game so far, but based on this, I like, for instance:

  • That it's easy to get into and play (just roll the dice and place/move cubes on the board), yet offers meaningful choices that are interesting, but not overwhelming (several different places to build on; change a die to something else).

  • The mix of competitive and cooperative elements (getting points for adjacent towers of different players vs. destroying towers)

  • You're building something tangible.

I tend to not enjoy games that have an abstract feel (with several exceptions, I might add, e.g. Taluva), but I thoroughly enjoyed this one. And it is short and fast, so it's not overstaying its welcome. I hope it gets published!

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