TFT Experiment II: Wizard

Having not given Wizard a play, this is the part of the experiment with The Fantasy Trip where it all gets a little more strange. As we go forward, I’m going to assume that you’ve been following along and already read Part I.

Step One: Creating a Figure

Wizard is a game of magical combat, in which the most important factor is the ability of the individual magicians. Each counter in Wizard represents a character or “figure” with its own abilities, chosen before play begins.

This game adds Intelligence (IQ) to the range of basic attributes, alongside ST and DX. Each figure begins with 8 points in each attribute, with 8 more to spend between them. As before, I pick a counter with some cool art and create Tolleth, my first wizard.

  • Tolleth has ST 9, DX 11, IQ 12; with IQ 12, he knows 12 spells:
  • IQ8 Blur, Drop Weapon, Magic Fist, Staff; IQ9 Fire, Summon Wolf; IQ10 Dazzle; IQ11 Control Animal; IQ12 3-Hex Fire, Blast, Fireball, Invisibility, Mage Sight.

As an opponent, I create Irena:

  • Irena has ST 12, DX 10, IQ 10; with IQ 10, she knows 10 spells:
  • IQ8 Slow Movement, Staff; IQ9 Clumsiness, Confusion, IQ10 Dazzle, Shadow, Shock Shield, Speed Movement, Summon Myrmidon, Trip.

Step Two: Play Wizard!

To make life easier, I grab my red dice from Melee to augment the blue dice in Wizard. This helps with the two-tone colours of the figures in red and blue respectively. Both wizards begin in the forward hex of their beginning zones. I decide we’ll play as if in tunnels.

Initiative: Irena 2, Tolleth 5. I decide Tolleth lets Irena move first. There are no spells to Renew in the first turn, so we go to Movement. Each figure has MA 10. Irena makes a MOVE 10 hexes down the central tunnel. Tolleth makes a MOVE 4 hexes to keep her in view.

Initiative: Irena 6, Tolleth 3. Irena chooses to go first, choosing CAST SPELL. She moves one hex. Tolleth choose CAST SPELL and also moves 1 hex. Tolleth can act first (having higher adjDX), so he casts 3-Hex Fire for 2 ST. He must roll adjDX, 11 or less. Rolls… 9. Three hexes of fire appear, and one can go in Irena’s hex! She takes 2 hits.

Irena casts Summon Myrmidon for 2 ST. She must roll adjDX, so 10 or less. Rolls… 6 to succeed, bringing into play a warrior with ST12, DX12, IQ8, MA10, 2D Broadsword, no armour). The Myrmidon appears directly behind Tolleth!

Initiative Irena and the Myrmidon 4, Tolleth 5. Not really sure why, but Tolleth chooses to move second. Irena must spend 1 ST to renew the spell for the Myrmidon. Tolleth is engaged, so he chooses CAST SPELL and shifts one hex, placing himself against the wall.

First to move is Irena, who chooses CAST SPELL and moves 1 hex backwards. The Myrmidon chooses SHIFT AND ATTACK, turning to face Tolleth front on. As he can take action first, he swings the broadsword at Tolleth. Needs 12 or less and rolls… 13. Miss!

Tolleth is next, casting Drop Weapon on the Myrmidon for 1 ST. As the range is 1 hex (adjacent) he takes a -1 penalty, needing adjDX 10 or less. Rolls… 6 to succeed. The Myrmidon drops the broadsword in its hex. I place a dropped weapon counter.

Irena goes last, casting Summon Myrmidon again! She needs to roll 10 or less, rolls… 8 to succeed! Another Myrmidon appears next to Tolleth with the same attributes as before. This looks bad for the surrounded wizard!

Initiative: Irena and the Myrmidons 5, Tolleth 2. She chooses to move second. She must expend 2 ST to keep the Myrmidons going, but she can’t afford it. She renews the new spell. Tolleth chooses the CAST SPELL. He shifts one hex.

The first Myrmidon disappears. The remaining Myrmidon will SHIFT AND ATTACK, moving to Tolleth’s side. Irena chooses to MOVE and runs 4 hexes to engage Tolleth.

The Myrmidon swings the broadsword to attack, gaining +2 for being in Tolleth’s side facing. He needs 14 or less. Rolls… 14 to hit. The damage is 2D… 7 points, no armour. Tolleth takes 7 hits and is slain!

Battle is over!

Step Three: Reflections

Wow – those spells are brutal! One more turn and Irena was down to ST 3 and struggling to continue. She could not have sustained the Myrmidon another turn. But one swing of the sword was all she needed. Irena really needed the Magic Fist spell.

It was a little more cognitive load to get my head around the spells but overall, the game is easy to play and loads of fun. I like the slightly larger map with the shaded megahexes to show either pits or solid walls for the tunnels.

I am keen to bring both sets together and play with both Melee fighters and Wizard magi together. That said, I need to transition to playing In the Labyrinth and getting a dungeon built too. All good stuff!

Game on!

Leave a comment

This site uses Akismet to reduce spam. Learn how your comment data is processed.