Check out this RPG tactics skirmish game I made about battle wizards!


Artwork & Crafting


Can't really post images anymore on the forums, but here's the link to Battle Wizard Magic Game. I hope you'll check it out - would love to hear your thoughts! Lots of images of the game and the various bits.


www.indiegogo.com/projects/battle-wizard-magic-game

It's a miniatures-agnostic rules lite tactical skirmish game about wizards battling (or working together in cooperative mode!).

Wizards each have 6 stats (WAK, INT, ZAP, AIM, RES, DEF).

Wizards each have 4 slots to equip with useful items called Swag.

A new wizard will roll 2 Powers and pick one of them, giving them a unique special power that might give them an edge in the game.

Wizards can take 3 actions each turn chosen from a list of 5 actions (Move, Attack, Guard, Invoke, and Cast). Wizards can take the same action more than once, but some actions have diminishing returns (for example, each additional attack rolls 2 less dice, and each additional spell must both cost less energy to cast than any cast before it and also be a different spell from any cast before it that turn by that wizard).

Wizards all have access to 6 spells (Heal, Nuke, Push, Trap, Wall, Ward) as well as the ability to Counter spells when it isn't their turn if they have the available energy. Some spells have different effects depending on what energy was spent to cast them!

The 5 energy types are Air, Earth, Fire, Water, and Chaos. Wizards each have 5 draw piles of 10 of each energy type (50 cards total), and have a magic pool of 10 energy cards. They begin play with 2 of each of the 5 energy cards, but this composition can change throughout the game (this is a core part of the strategies in the game).

Movement and spell ranges are all determined by standard playing cards (2.5" x 3.5"), the same size as the energy cards. Distances are measured in 1 Long or Short side of a card (1L or 1S), as well as 1 Foot (1F). 2L + 2S = 1F!

Most spells are cast by 'Zapping' energy cards (think 'tapping' in MtG, and you have the idea), turning the card sideways to indicate that energy card has been used until the wizard's next turn — but some cards can be used directly in play...

Energy cards are also used for spell effects on the battlefield! Nuke spells are much like fireballs, but their effects are based on their energy type, however their are of effect is determined by the area of a single playing card! Wall spells require 2 same-type energy cards be removed from a wizard's energy pool and be placed back-to-back horizontally into a card clip or pawn stand to form a wall segment — as long as a wizard has at least 2 energy cards of the same type per wall segment, they may cast a large contiguous wall if their ZAP stat is high enough! The Ward and Trap spells require a wizard to place a card onto the battlefield, either face-down and directly under the wizard for a Ward or face-up for Traps. Traps can have more than 1 of the same type of card cast this way at the same time, so long as each card contiguously touches at least 1 other card from that Trap!

When wizards use the Invoke action, they may either draw 1 card from any of their 5 draw piles into their magic pool, or they may exchange up to 2 cards from their magic pool for any 2 cards from their draw piles. Drawing this way can temporarily increase the number of cards in a wizard's magic pool above 10, but they will discard back to their limit at the start of their next turn. Casting Walls, Traps, and Wards is also a way to store excess energy in play, as some of those cards can be drawn back into the wizard's energy pool later! (For example, a wizard might cast a 2-segment wall and a 1-card Trap on a turn, then on the next turn Invoke twice to draw 2 cards, dismiss the Walls and Trap to regain the cards, and then cast a spell as their third action with all the additional energy cards they now have available!)

Terrain impacts play, but has easy-to-remember rules. For example, blocking terrain provides Cover, and Cover reduces any damage the wizard takes by half. Hindering terrain forces movement to end as soon as a wizard enters it, and requires them to move 1S per move instead of 1L when they start in it.

There are a number of different scenarios included in the rules, and there are also cooperative and solo modes! There are rules for fielding small warbands of minions to aid your wizard, as well. Many of the scenarios can be combined for further replayability.

There is also a free 3rd party creator license so that other game designers can create compatible content and use the BWMG compatibility logo on their creations!

While you can play with any miniatures, components, and cards you like, there are official 3D-printable battle wizard meeples and 2D pawns, as well as other game bits like card stands and tokens. The crowdfunding is to pay for the costs of card art for the 5 different spell cards, as well as a few other additional print-and-play components so that all of those can release at the same time!

The rulebook and the 3D-printable components are all finished.

Only 1 week and some change left to get in on the game early to help suppor the card art getting done sooner. I really am excited to hear what you all think. If you cannot support or it isn't your jam, I hope you'll share on social media to give it a signal boost!


Hey I’m a real huge fan of the game idea I saw you at a market in tower grove park on Sunday, and purchased a digital copy of the game along with some minis.

I have not gotten my email with the game docs I was just wondering how long it typically takes to receive the info, and I just wanted to see if I could reach out and make sure I gave my correct email as well, I can’t wait to play the game!

I can send pics of the purchase and things too if needed just let me know!

-Kaylin

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