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Skybound Tabletop Wonderland's War, Multicolor (81094)

£13.495£26.99Clearance
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mit exakt zwei oder sechs Chips beenden. Oder man muss aufhören, sobald man einen 1er Chip herausgezogen hat. Eine erfüllte Quest schaltet zudem immer eine weitere Möglichkeit frei, am Spielende

Any card taken this way is then resolved immediately. Most cards do at least two things, often showing a number of followers in the top corner (meaning the player may place that many of their meeples into one of the areas on the board) and then usually showing one or two more actions. These might be to draw a quest card, choose a new item (which adds chips to their battle bag) or claim a Wonderlandian ally (which often come with a standee.) Some cards allow abilities to be upgraded, or for something unusual to happen —but these are the exception. I’ve only gotten to play Wonderland’s War a few times so far, but I’ve really enjoyed the mix of bag-building and area control. I like the fact that there are more effects for the allies to mix up the game, but even with the A-side of the ally cards I feel like there’s a lot to explore already. I definitely enjoyed playing the game with the premium chips and custom bags during the demo, even if I felt the box was a bit overwhelming in size with all those trays. The tactile feel of the chips was great! But even the retail edition is an impressive game and the gameplay is solid either way. During the War Phase, you will resolve each of the five regions, starting with the region that has the starting battle standee. Once the dust has settled and the cutlery has been washed, let’s reflect on this remarkable game. For me, Wonderland's War is truly fantastic. It may initially look daunting to some whilst it is being set up due to the number of components on display, but it sure looks good when it’s all laid out. Once they have drawn their first token a player can decide to stop drawing at any time, with the war phase ending when all players have either gone bust or have decided to stop. Players can also decide to complete quests, forge weapons or build castles to gather victory points during the war phase - as long as they have enough resources to do so.

Lewis Carroll’s Alice in Wonderland is perhaps one of the most creatively-used intellectual properties. From twisted comics and video games to star-studded Tim Burton movies, few stones have been left unturned in the retelling of Alice’s hallucinogenic journey. Board games about Alice do exist, but I can’t name another one that is as big, bold, bright and bonkers as Druid City Games’ Wonderland’s War.

Wonderland’s War follows a clean two act structure for each of its three rounds. First players will attend the tea party, securing the help of allies, Wonderlandians, and various other abilities, with the general aim of bulking out their bags with various chips and placing followers on the board. Following this, players march into battle in each of the board’s five regions. A strong start is dependent on the strength of a player’s leader (an upgradable stat on player boards) as well as any castles and recruited Wonderlandians. But the meat of the War Phase comes down to the bag drawing. gleich mehr, an dieser Stelle noch ein Wort zum Setting des Spiels: Das Wunderland war jetzt bei den meisten meiner Mitspieler kein allzu geliebtes Thema, einige konnten dem sogar nichts If there are at least two players with units, there will be a battle. First, any players who are not present may place a wager if they want: choose the player you think will win the battle, and place the corresponding wager card face-down in front of you. Cards can provide boons, but are they worth the risk of collecting? (Image credit: Future / Matt Thrower) 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

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This game boasts multiple mechanics which are split over 2 phases of play. Draft cards to gain chips for a bag drawing battle, complete quests for victory points, place supporters in battlegrounds to raise your influence, recruit Wonderlandians to help your cause and forge items to increase your power. But before any self-respecting faction leader goes into battle, they have got to have a nice cuppa! One Lump Or Two? schwarzen Würfel werfen, der ein bis drei Scherben bringt. Wer hiervon die meisten am Ende der Teezeit hat, erhält gleich zwei Madness-Chips in seinen Beutel, alle anderen nur einen.

am Spielende. Aber nicht nur der Sieg in den Gebieten zählt! Auch das Erfüllen von Quests lohnt sich und dafür muss man nicht gewinnen, sondern beispielsweise einen Gebietskampf 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 Welcome to a Druid city games tea party and trust me you won’t want to miss it! We’re All Mad Here…

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Wonderland's War made a surprise appearance at our games weekend, and I must be honest I was sold on the box, a huge image of a very sinister looking Cheshire cat grinning with menace left me intrigued. For each feat that you completed, you score 3 points. Quest cards also have end game objectives: if you meet one of these (whether you completed the feat or not), you score 3 points. If you completed the feat and the objective on the card, you score an additional 3 points. 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.) Dann folgen die spannenden Gebietskämpfe. Vorher darf man noch seine Charakterfigur in eine beliebige Region stellen, auch erworbene Wunderlandianer It’s a soup that stays delicious right up until the end of the game, salted with the knowledge that any of you can stop the draw at any time and save your resources.

Once you get going it really is straightforward and such a joy to play. The quality of the components is top-notch, from the cards to the madness shards, everything oozes quality and feels great in your hand. The player figures have impeccable detail to them, which brings a new level of enjoyment to the game. When you recruit a Wonderlandian, you choose one of the face-up cards and take it, along with the corresponding standee (which is placed in a region of your choice) or chips (which go into your bag). The characters count as your supporters and they have their own strength value and special effects during battle. The tools give you two chips that have abilities when pulled from your bag during a battle. sind super. Ob man die Plastik-Miniaturen braucht, sei jetzt mal dahingestellt. Unbemalt sicher nicht, da versprühen die hübschen Standees mehr Flair. Leider konnte ich die extra erhältlichenThe supporter meeples in the retail edition are all the same shape, though larger than your typical meeple. THe deluxe edition has a custom shape for each different faction—the Red Queen has card soldiers, the Mad Hatter has a teapot, and so on. The highest score wins and becomes the new ruler of Wonderland. Ties go to the player with the fewest shards, and then the most units on the board. Alice, ready for battle. Photo: Jonathan H. Liu Why You Should Play Wonderland’s War In this Drafting, Bag Building, Area Control game 2-5 players take the role as a Faction Leader who has been invited to the Hatter’s Tea Party. Drink tea and eat cake as you move around the table drafting cards to gather your forces, build your towers, Upgrade your Leader, and recruit Wonderlandians to your cause. But one must be careful, as shards of the Looking Glass are spread throughout Wonderland. Once all the plates are empty, the Tea Party is over and war begins. Was "Wonderland's War" so herausragend macht, sind die vielen kleinen Einzelteile, die sich perfekt ergänzen. Habe ich schon von der tollen It’s a soup that stays delicious right up until the end of the game, salted with the knowledge that any of you can stop the draw at any time

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