Fantasy Flight Games has recently announced Bestial Forces, the second expansion for Wiz-War, a chaotic game of wizard duels and frantic spell-casting!
Obviously we needed to take a look at what this game has to offer players!
Bestial Forces, not surprisingly, offers a horde of new creatures bursting into the labyrinth, bringing new levels of wild magic to Wiz-War.
You’ll find six unique creatures in this expansion, emerging from three brand-new schools of magic: Mythology, Totem, and Draconic. With new totem creations, powerful relics, and strange energies, Bestial Forces introduces new savagery as your wizards struggle for dominance.
Bestial Forces certainly seems to turbocharge Wiz-War, adding new dynamic elements to an already intense game.
If your players have been anxiously waiting for creatures to appear, they need wait no longer! No longer will they need to do the heavy lifting themselves; they can send the Genie or the Minotaur after their enemies. If that’s not enough, they can even grant special attacks to other creatures on that player’s side by casting Flame Breath or another card on that creature.
All three new schools of magic have their pick of creatures. And since the spells from the Mutation school of magic can affect all creatures, a player can use those transforming spells on the creatures they summon, turning them into different monsters! Oh the possibilities! <insert maniacal laughter>
The Schools of Magic
If your players wanted to create mind-bogglingly powerful relics in addition to summoning a range of creatures, they’ll find them in the Mythology school of magic. But they need to beware: hanging onto a relic means they can’t pick up treasure, and grabbing a treasure means leaving the relic on the floor for their enemies to grab! Hermes’ Sandals add one die roll of movement every time they move, and Thor’s Hammer invites them to pound any obstacle to dust, but as soon as they drop one of these relics to pick up a treasure, the relic is fair game for any wizard. An opponent may even cast a spell to tear the relic out of their grasp! Oh yet more possibilities for chaos! <insert more maniacal laughter>
In the Draconic school of magic, players find most of the spells that alter creature or wizard attacks. they could give themselves, or a creature, Dragon Scales to reduce damage dealt to them, use the school’s Flame Breath to incinerate an opponent, or summon the Drake to pester an enemy and safeguard their hard earned treasures. A player can even use the ancient blood of dragons to regenerate themselves or one of their creatures, repairing wounds and healing damage! With power like this a wizard will feel like a god!
Finally, special attention should be paid to the Totem school of magic. Each totem placed on the board has its own unique ability: increasing the energy of spells, slowing opponents, blocking damage, or increasing line of sight. Each of these effects is only limited by the borders of the totem’s sector. For example: The Spirit of the Wolf significantly boosts attacks while a player is in the same sector as it. The mysterious abilities of totems actually enhance other totem spells as they are cast. If a player is maintaining the most Totem spells, enemies cannot block your Feral Strike, while the Wrath of the Ancestors spell grows larger and stronger based on the number of Totem spells a player possess!
Bestial Forces interlocks with existing Wiz-War spells and schools of magic in ways limited only by imagination. Players can even surprise opponents with a specialized spell knowledge: Bestial Forces offers an optional rule for each player to select their own personal school of magic. Cards from specialized decks are drawn in addition to cards from the shared magic deck, giving a player’s bloodthirsty attacks a personal touch.
If your player’s like Wiz-War this is a must have companion so don’t delay and order your copies today!
Release: September 2014