“Gear up and throw down!”
In Wizard’s WARdrobe, you take the role of an apprentice wizard who has busted into the Grand Wizard’s epic WARdrobe to battle other wizards, free-for-all or in teams, for magical loot! Each game lasts 5-20 minutes per player.
Wizard’s WARdrobe is Game Point’s next release set to launch on Kickstarter late Summer or Fall Follow us on social media to make sure you don’t miss out.
Download the Wizards WARdrobe Rules now and see how the game works!
You start with 99 Hit Points (HP), two learned spells in hand, and a wizard inventory playmat with 8 color & number-coded body locations for items (2 feet, 2 body, 2 hands, 1 head & as many accessories [trinkets or familiars] as you want). During your turn you allocate 3 actions to cast spells, use items, and grab items from the 8 face-up WARdrobe piles. The more powerful the effect, the more actions it costs, so keep an eye out for boots and familiars that can give you extra actions.
Gear Up! The more items you are wearing, the harder you are to hit. The innovative hit roll system supports the theme nicely: When a wizard deals damage to other wizards, they roll an 8-sided hit die and refer to the hit location on each affected players’ playmat. If the wizard has an item in that location, it is moved to the junk pile and no damage is dealt. If the wizard does not have an item in that location, then the damage is rolled and subtracted from the wizard’s HP.
Throw Down! There is a vast repertoire of offensive and defensive effects in the base game (over 200 cards), with more to come in the preset expansion boosters. Once your wizard is suited up with synergetic buffs, you are ready to use your spells and items to attack your opponents and defend yourself. The last wizard standing wins!
Wizard’s WARdrobe is quick to set up and easy to learn: the game pieces laid out almost teach the game itself. It is fast-paced (you can start slinging right off the bat) yet highly strategic (with dozens of spells and 8 WARdrobe piles to choose equipment from, there are many lines of play). This makes each game unique and exciting, so Gear Up & Throw Down in Wizard’s WARdrobe!
There are 6 schools of magic in Wizard’s WARdrobe: Fire (orange), Water (blue), Earth (green), Air (grey), Dark (black) and Light (white). Each magic type has a unique repertoire of offensive and defensive spells, and a set of items that helps the wizard cast those spells and power them up.
When a wizard reaches 0 HP they die, but if there is more than 1 wizard left they become a vengeful spirit! In spirit form a wizard does not have their body and items, but gains the ability to learn and cast many spells. Once they know a healing spell, or another wizard heals them, they can rise from the dead more powerful than one could ever imagine!
The Wizard’s WARdrobe base game comes with a bit of everything, including general wizard’s cloths and an outfit for each of the elementalists and priests. However, a Wizard’s WARdrobe is always growing, and we have expansion sets already planned! Each expansion will be a preset booster of mostly new cards with a some extra copies of favourites to bolster your game. Some of the expansions are: Witch vs Warrior, Druid vs Necromancer, Loot of Legends, the Quasi-elemental set, and the party pack Magician vs Clown.
Check out our latest posts to see where you can come and try Wizard’s WARdrobe out!