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Thread: Mage Wars:: Variants:: Kaos Mage Wars

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by Callowbran

Okay, dumb title, but here's a rule-set I mused up the other day. If it is shamelessly derivative of Game XYZ, please forgive. It is meant only to be fun! (And improved upon, with your suggestions.)

The arena has just gotten more dangerous.
Now it is trying to kill the mages.

At the start of the game number each square 1-12 from one of the corners as follows:
123
456
789
10,11,12.

During each deployment, before either player has a chance to act, roll a damage die. If it comes up blank, the arena attacks! Roll the effect die.

Arena Attack Effects:
1 = magma gush (all within square are burned as per fire trap)
2 = boulder fall (crush attack from above)
3 = cone of frost (everyone is incapacitated for a turn, "burn"
conditions are removed on each creature)
4 = gust of wind (everyone is pushed into an adjacent square, use
cardinal direction counter to determine which one)
5= pit trap (everyone who doesn't fly falls into spikes & is
incapacitated)
6 = splash of acid (dissolves all equipment that bestows armor and
reduces creature armor to 0)
7 = anti-magic cone (spells cannot be cast from within)
8 = cube of force (denies ranged attacks into or out of square)
9 = mana boon (all objects with channeling gain 7 mana)
10 = mana sink (all objects with channeling lose 7 mana)
11 = SuperStrength (all objects within square get +2 dice to melee attacks)
12 = Weakness (all objects within square get -2 dice to
melee attacks)

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