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Skybound Tabletop Wonderland's War, Multicolor (81094)

£13.495£26.99Clearance
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Charaktertableau "hineinschmieden" darf. Dadurch wird man Scherben los, erhöht seine Charakterstärke, erhält weitere Meeples oder sorgt dafür, dass seine Schlösser am Ende Siegpunkte bringen.

The retail edition has two layers of cardboard inserts. The deluxe edition has a taller box to accommodate all the extras, and GameTrayz to keep everything organized. If you accomplished a feat from a quest card during a battle, you may reveal the card and place it face-up. Feats challenge you to meet particular conditions, usually at a specific region: you might need to end with a particular battle strength, or end on a forge space. Forging chips adds them to your player board: when the second row was filled, the player gained the 3-value artifact chip. Photo: Jonathan H. Liu Punkte erreicht und direkt das Gebiet gewinnt, nur noch einer dabei ist, da alle anderen mit leerer Hand ausgestiegen sind oder die Mitspieler rausgeflogen sind. Rausgeflogen? Ja genau, Whichever of these options you choose, you’ll have to consider that each of the five Wonderland regions will score differently (based on a randomised setup) in each of the three rounds that follow. Your followers (meeples) don’t add strength to a region, but they do represent your health there.. Taking only cards that add new allies or chips might give you strength, but only by placing followers will you have staying power in a given region. The upgraded chips also come in their own storage box, resembling a poker set. But this is hardly surprising based on the attention to detail already on display. If you decide on just the core game then fear not, the quality is still there.

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Ihr könnt Euch also sicher schon denken, was für einen Thrill diese Phase mit sich bringt. Wollt ihr dieses Gebiet unbedingt

Wonderland’s War is designed by Ben Eisner, who co-created beginner board game The Grimm Masquerade and the upcoming Tidal Blades: Heroes of the Reef. To me, Wonderland’s War feels both quite long and laborious, but also painfully short —with neither of those things meant in a bad way. Firstly, for all its apparent lightness, Wonderland’s War is a proper game. This is a big, thinky and often intricate game that varies enough from one play to another that it offers a genuine opportunity for players to practice and hone different strategies, without ever becoming programmable. As a slight downside, it is almost always far, far too long at five players —with each Tea Party phase taking what seems like half an hour and each battle phase almost always involving five battles to step through.

Dann folgen die spannenden Gebietskämpfe. Vorher darf man noch seine Charakterfigur in eine beliebige Region stellen, auch erworbene Wunderlandianer Wonderland’s War was designed by Ben Eisner, Tim Eisner, and Ian Moss and published by Druid City Games, with illustrations by Manny Trembley. (Note that the original campaign was run by Druid City Games in partnership with Skybound Games, but Druid City Games is now independent from Skybound and is managing the new campaign.) Wonderland’s War, not only is it one of the best looking games you will ever see but, it also has really great mechanics and gameplay that keep everyone around the table engaged at all times. If you have ever wanted to play around in the world of Alice in Wonderland then this game may be right up your street. If you’re the only player with any units (not counting castles) in a region, you win the battle automatically, but you only get one reward: either the points indicated for that region or to build a castle there. (You may only have one of your castles in each region.) You have a wager card for each of the other characters. (These are the Red Queen’s wager cards, so there is no Queen card.) Photo: Jonathan H. Liu There’s little doubt that the battle phase is the real meat of Wonderland’s War and I do particularly enjoy the way that it ties so directly to the Tea Party phase. During the Tea Party, there are often many options —most of which will be exciting. Will you choose to add the Tweedle brothers to your force? There are two of them, and each adds one strength to the region they are in. But if you do so, you run the risk of having a weaker pool of chips to draw from.

The tea party phase gives players the opportunity to prepare for war by moving around the board and gaining valuable resources to put into their individual token bags. However, players will have to be careful to not collect shards of the Looking Glass, as these become minus victory points at the end of the game. das sind weitere in der Teezeit erwerbbare Charaktere aus der Vorlage, die Sonderfähigkeiten und Stärke mit sich bringen - werden in die Gebiete gestellt. Anfangsstärken aller Beteiligten Speaking of the artifact chips, not only are they the highest value chips that you start with, but each faction also has two upgrade abilities that affect their artifact chips, along with two additional passive abilities. For instance, Alice (pictured above) can reactivate her shield when she plays an artifact, or move Alice herself into a region at the end of battle, potentially swinging the balance in her favor. Of course, you have to work toward getting these upgrades, but there are some very fun combos for each character. Use the forces you gathered and Wonderlandians to battle your enemies in familiar Locations, but make sure not to draw your Shard Chips or your castles will fall and you will be out of the fight. Can you muster enough strength to win the battle or will you just try to gain Region Bonuses for set scoring throughout the game instead?

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If you have 4 tea party cards from the round, at the start of your turn instead of moving around the table, place your leader into any region. Once all players have placed their leaders into regions, the tea party ends. Everyone gains a madness chip; the player with the most shards gains an additional madness chip and then discards half of their shards. The tea party is over, and it’s time for war! Photo: Jonathan H. Liu War Phase

Hinzu kommt, dass alle Charaktere eine besondere Fähigkeit haben und weitere vier coole Fähigkeiten in beliebiger Reihenfolge freigeschaltet Aber ich will jetzt nicht lange über Cover und Bombastoptik sprechen, denn der eigentliche Star des Spiels ist tatsächlich die Spielmechanik. Dazu In Wonderland’s War, unlike many area control games, your troops don’t actually provide any strength—that comes from your leaders and the Wonderlandian characters. What the supporters do is protect you from busting while you draw chips from your bag. Each time you draw madness chips, you’ll lose supporters—lose all of them and you’re out of the fight. Having more supporters doesn’t guarantee you’ll win, but it certainly gives you more chances to stay in the battle. bei den meisten Karten auch eine unterschiedliche Anzahl an Meeples in eine der fünf Regionen stellen. Hinzu kommen Karten mit neuen Quests, Upgrades und Stärke für den Charakter und weitere The art in this game leaves you with your mouth wide open for more than a moment. It just looks phenomenal. With art this good rarely comes a game that matches. However, this is one of the rare cases that breaks the moldSchmiedet man eine Reihe komplett, erhält man zudem einen recht guten Artefakt-Chip in den Beutel. Klingt cool, oder? Ist es auch. Then, all players in the battle draw a chip from their bag. Chips are placed across the top of your player board as they are drawn in battle. Photo: Jonathan H. Liu During the War Phase, you will resolve each of the five regions, starting with the region that has the starting battle standee. gewinnen? Tja, dann müsst ihr was riskieren. Dafür winken Siegpunkte und ein Schloss. Letzteres gibt für den Rest des Spiels in diesem Gebiet direkt zwei Stärke vorab und eventuell weitere Punkte

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