Jake Fernandez
Philippines
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The most similar game I've probably played is Munchkin, and I have to admit, I quite enjoyed it. It wasn't as brainless as I thought as there was definitely some strategy in keeping certain cards in hand, helping the right people, and denying help/treasure to other people.

Epic Spell Wars looks like a very interesting game in the same mold. But there seems to be little reason to not play cards in hand, or save cards for later use. There also seems to be few/no "defensive" cards in the game so you really have no choice but to take whatever is thrown at you. The only strategy seems to be whether to play 3 or less cards. That doesn't seem much and seems to be even more simple than Munchkin.

I haven't seen all the cards yet so I could be wrong. And perhaps Munchkin will turn out to be as brainless as I thought. So take the above with a grain of salt.

Thoughts folks?
 
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Sky Zero
United States
Illinois
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dyeyk2000 wrote:
The most similar game I've probably played is Munchkin, and I have to admit, I quite enjoyed it. It wasn't as brainless as I thought as there was definitely some strategy in keeping certain cards in hand, helping the right people, and denying help/treasure to other people.

Epic Spell Wars looks like a very interesting game in the same mold. But there seems to be little reason to not play cards in hand, or save cards for later use. There also seems to be few/no "defensive" cards in the game so you really have no choice but to take whatever is thrown at you. The only strategy seems to be whether to play 3 or less cards. That doesn't seem much and seems to be even more simple than Munchkin.

I haven't seen all the cards yet so I could be wrong. And perhaps Munchkin will turn out to be as brainless as I thought. So take the above with a grain of salt.

Thoughts folks?


http://www.boardgamegeek.com/thread/773497/the-counterspell-...
 
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Jim Maxcy
United States
Lexington
Nebraska
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A couple cards I can think of right off the bat require careful planning for full effect. Thai-Foon's deals 3 damage to each foe who already acted. Pair that with a low initiative delivery like Snakedance. Festering on the other hand needs a high initiative delivery as it causes the strongest foe who hasn't acted to lose the quality portion of their spell.

Timing is the biggest part of the strategy in my opinion. Another thing to consider though is whether to hit one guy hard, or spread the love. If one guy gets wiped out early on while the last few players take several rounds to kill each other off, he's gunna be a beast next game with all the Dead Wizard perks.

I personally love the game and feel it has a lot more meat to it than I expected given the ridiculously over-the-top theme. It's no Dominion or Race For the Galaxy, but it clearly doesn't try to be either.
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Nat Li
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Some tactical decision to be made: usually centering around the thoughts of inflicting max pain to as many ppl as pOssible. Honestly, if someone is trying hard to win this game, he is playing it wrong. Winning is the by product--sticking the mIddle finger to freinds and making them eat it is the actual wins.
 
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