
2022 · Fantasia
Wonderland's War
Players take the roles of faction leaders invited to the Hatter’s tea party as Wonderland fractures and madness drains from its inhabitants. Around the table, players draft cards by moving and taking tea and cake, using selections to recruit Wonderlandians, build towers, upgrade their leader, and collect shard and region bonuses. When the tea plates are cleared, drafted forces enter tactical battles in familiar Wonderland locations; combat, set collection, quests, and avoidance of Madness chips shape outcomes. After each battle players regroup at the tea party and repeat the cycle for three rounds, with the highest-scoring faction declared the winner.
- Jogadores
- 2–5 melhor com 4
- Tempo de jogo
- 45–125 min
- Idade
- 13+
- Complexidade
- 3 / 5
Sobre o jogo
- Arte
- Publisher
Expansões
Ver na LudoyaFotos das mesas da Ludoya
Todas as fotos na LudoyaOnde comprar
Preços das lojas e cópias usadas, verificados todos os dias.
Nas mesas da Ludoya
Todas as estatísticas na Ludoya- 387
- Partidas registradas
- 673
- Jogadores
- 2h 56m
- Partida média
- 130
- Em ludotecas
- 50
- Em listas de desejos
- 5
- Comprado na pré-venda
8,4/10
de 62 avaliações na Ludoya
gcasasf10,0 The artwork and the idea behind this game is just incredible.
Garfield10,0 #42 Bag building with area control, I love these mechanisms! Beautiful artwork and components. [c] Theme: ★★☆☆☆ <!-- size 7]It's quite abstract --> Gameplay: ★★★★☆ <!-- size 7]I love to draw chips out of the bag --> Interaction: ★★★★★ <!-- size 7]Area control --> Artwork: ★★★★★ <!-- size 7]Beautiful --> Luck: ★★★★☆ <!-- size 7]Random drawing from your bag --> Strategy: ★★★☆☆ <!-- size 7]With what you fill your bag and area control --> Components: ★★★★★ <!-- size 7]Kickstarter components are amazing --> Play duration: ★☆☆☆☆ <!-- size 7]Wow, we had 3 hours to finish! --> Easy to teach: ★★★☆☆ <!-- size 7]Ok (30min) --> Rules quality: <!-- size 7]not read --> Setup time: <!-- size 7]was not there --> No downtime: ★★★☆☆ <!-- size 7]Little downtime --> Replay value: ★★★★☆ <!-- size 7]Different chips and heroes --> [/c]
Beautiful looking game with great quality components, lots of fun to play but still has a fair bit of strategic depth. More importantly, it's lots of fun. I don't like how the tame takes a million years to setup, and there should be more ways of mitigating the negative effects of randomness, but still great game
Dúvidas de regras
Respondidas a partir do manual pelo assistente de regras da Ludoya.
When I take a Tea Party card, do its effects happen right away or later?
Effects are applied immediately when you take the card — you gain its rewards (and suffer penalties) in any order you choose, and place any Supporters immediately (see p.7–8; FAQ note p.22).
If I draw a Madness chip during a Battle, what exactly happens and can I stop it?
You do not advance on the Battle track, you lose the indicated units, and you place the Madness chip on your Madness track; Madness and busting are always resolved first. You may block a Madness chip by using an active Shield token, which returns the Madness to your bag and flips the Shield (see p.12–13).
How do Jabberwock Poison chips work — do they act like Madness or stay in the bag?
When drawn a Poison chip makes you lose 1 unit and is then returned to the Jabberwock (not to the Madness track); Poison can be blocked with a Shield (if blocked it returns to your bag). The Jabberwock has a limited number of Poison chips (players+2) so they may be unavailable (see p.10; glossary/FAQ p.22).
When does the Tea Party end and what happens to Madness and Shards at that time?
The Tea Party ends once every player has taken 4 Tea Party cards and placed their Leader into a Region; at the end every player gains 1 Madness chip to their bag, the player(s) with the most Shards gain 1 additional Madness chip and then discard half their Shards (rounded up) (see p.7).
Can I place a Wager on a Battle I'm not participating in, and what do I gain or lose?
Yes — if you have no units in a Battle you may place a face-down Wager on the faction you think will win; correct wagers gain any one weak Ally chip, incorrect wagers give you 1 Shard, and wagers have no effect in a tie (see p.12; resolve on p.15).
How are Shard tokens counted in final scoring?
In final scoring you subtract 1 VP for each Shard token you hold (after adding base VP, castles, and quest points) (see p.15).
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