Review

Mage Wars Arena

Returning Mage Wars Arena to the table after a long break was one of the month’s nicest moments. Even if its broken cards and combinations can be frustrating, I remain very fond of it.

Mage Wars Arena

Mage Wars Arena

Published
2012
Designer
Bryan Pope, Benjamin Pope
Publisher
Arcane Wonders, Asterion Press, Devir
Players
2
Playing time
90 min

One of the most positive moments of the month was bringing Mage Wars Arena back to the table after such a long time. We played a relaxed learning game, with an angel priest against a bow beast master, and I think I managed to talk the victim into playing again. A good start: some reacquainting, some duelling, and the promise that it will happen again.

The game sets up a contest between mages in the arena, where the card choices and the deck you brought determine how you will deal with your opponent. In this particular game, the priest-versus-beast-master clash delivered exactly that feeling of a game that wants you to rediscover your options without immediately throwing you in at the deep end.

The interaction is, naturally, direct: the two sides face each other, and the cards, along with their combinations, can shift the balance of the duel dramatically. I completely understand why many people complain about cards or combos that seem broken; when one of those elements appears, it is not easy to ignore. On the other hand, when I build the decks myself, the games that result are generally very enjoyable.

Despite the years that have passed, and despite the justified concerns about balance, Mage Wars Arena remains one of my very favourite games. This return reminded me exactly why, and I will probably serve it up again soon.

Source: BoardGameGeek

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