Incantris
Game
Overview:
Lead three wizards into a magical battle set in
the kingdom of Aldramere.
Each wizard on your team will have their
own unique movement and spells to be cast upon the
other wizards and onto the arena battlefield.
The modular arena battlefield can be set up
in different ways along with whichever obstacles
you choose, which will come into play during the
battle. If
you come out victorious, you will be crowned the
champion of Aldramere.
Box Contents:
The components for the game are just
outstanding.
From the twelve very detailed wizard
miniatures to the large oversized terrain tiles.
The terrain tiles are very thick, double
sided, and come with eight full sized hexagon
boards that measure nine inches at their widest
point along with six trapezoids, which are used
as starting areas.
They are very detailed with grass, rocks,
flowers, roads, oceans, and streams.
Only the oceans and streams actually come
into play during the game as they restrict or
prevent movement.
In addition, multiple cardboard stand-ups are included that you put together that act as obstacles in the battlefield along with five eight-sided custom dice that are also included.
The player boards can’t be
overlooked either, measuring 7 inches x 5
inches, allowing you to easily read the spells
for any given wizard in play along with having
the ability to track their health right on the
board with a see through plastic clip that
slides onto the board.
The
biggest issue is that there just isn’t enough
room in the box once everything has been punched
out and assembled.
To get everything back into the box, the
trees, hydras, and spell totems had to be
disassembled.
I took off the plastic health markers to
flatten out the player boards and the lid still
only goes down ¾ of the way onto the box.
I
would prefer not having to put things together
each time I play the game and I am not sure
what the long term impact will be putting
together trees and taking them apart each time
the game is played.
I also have to be conscious of which
games I might stack on top of the box as the
only place I could fit the wizard miniatures
onto the terrain, which pushes up against the
box lid.
I don’t want too much weight pushing down
on them.
Clarity of
Rules:
The 26 page rule book is very well done and does
an excellent job in providing the detailed
instructions that are needed for the game to
resolve any questions that players have.
This includes a detailed description of
each spell and magical ability that will be
encountered during the game that you will refer
to quite often until you have the game play
down.
Game Play:
At the
beginning
of the game, players need to choose
one of the four wizard teams they will play as.
Mixed throughout the teams you will find
the Sorcerer, Sorceress, Arcane Knight, Druid,
Shaman, and Shadow Weaver.
Although you will have some of the same
characters and the same spell abilities across
some of the teams, the mixture between the teams
give them a unique feel.
Next you choose one of four different scenarios.
·
Battle Royale- An all
out battle where the last player standing is the
winner.
·
Crystal Sap- A crystal
of your color is placed in each starting area
for the other players.
Your goal is to get to your crystal(s),
which provide a slight advantage, while
preventing others from doing the same.
The first to sap all of their crystals
wins.
·
Capture the Crystal-
This is capture the flag where you need to get
to your crystal and move it off of the board
through your starting area.
·
Shifting Arena- Same
rules as battle royale, except the arena will
shift throughout the battle.
Players then agree on the
arena they will be battling in.
The rules manual provides some suggested
set up but players can build any battlefield arena map
that they choose.
When setting up the arena, you can place
additional items onto the board that act as
obstacles.
These include walls and trees.
Some of these just fill up a spot on the
board and others are there to provide a place to
hide as they block the line of sight from the
attacking wizards.
Players must place their
wizards in their starting area of the arena
battlefield using the hexes on the terrain
tiles.
Each wizard has a player
board that shows their movement abilities and
all spell and magical abilities available to
them.
They also have a place to track their
current health.
Each spell will show the
required range that you must be within, before
they can be used.
It then shows how many dice you are
allowed to roll along with any automatic hits.
For example, the Druid’s Tempest spell
has a range of three and the target suffers one
point of damage per hit.
You are allowed to roll two dice and
includes two additional automatic wands (2D+2).
When attacking someone, you are
attempting to roll the green wands that are
found on the eight sided dice.
For this example, a minimum of two hits
and up to four will be going to the wizard you
are attacking.
As a defender, you identify
the power source of the wizard attacking you.
Each wizard has a ward ability on the
player board that matches the different types of
power source.
These show the number dice that you can
role as a defender and if there are any
automatic wards.
When defending, you are attempting to
roll the purple ward on the dice.
If you match or exceed the number of
wands, then no damage is taken.
Some of the spells being
cast are not directed at other wizards.
Instead they impact the playing area and
require that you place tiles directly onto the
arena.
Some examples are:
·
Fog Wall- Cannot be
moved through by wizards on opposing teams and
blocks their line of sight.
·
Power Circle- All
spells cast from the Power Circle receive an
additional +1 to their casting rolls.
·
Blaze- A circle of
fire is placed on the board and impacts any
wizard that enters the blaze.
Wizard movement and actions occur just once each round for each wizard. The starting player uses one of their wizards and then turns over a token to show they have been used. All other players do the same thing with one of their wizards. You then do the same thing for your second wizard. Once all players have gone through their three wizards, the tokens are turned face up and the first player begins again. If at any time you have a wizard that is killed, you will miss your turns on the backside of your turn as you won’t have any additional wizards to move.
Play continues until the scenario rules have been accomplished by one of the players and the winning team is determined.
Replay Ability: With being able to set up the board differently each time by placing obstacles at different locations, you will find a lot of replay ability with this aspect of the game. Because each team is locked into the same wizards with the same spells, I think eventually some people could tire of the repetition.
One area that helps with
the replay ability, you can play through a
campaign against other players where you earn
points and experience tokens that can be turned
in for one use items.
The rule book suggests that these
campaigns last over four different battles, one
for each scenario.
Where
the game really shines is in its replay ability,
is with the solo version that is included.
This is played out using two of the
wizard teams.
The team you are opposing has a
predetermined order of priority on who they will
be attacking with a preferred foe being the
first choice.
They also use specific spells which will
have a set amount of wands along with wards when
being attacked.
At first, it seemed the
opponents were going to be overpowering with the
number of set wands and wards.
However, as I continued to play the solo
version it quickly became obvious that you need
to strategically use your magical abilities to
become victorious and not just stand toe to toe
in an all out battle.
Appropriate Audience: The game suggests 14+ to play the game. You should be able to go down to 9 or 10 years of age to play this game since it is easy to pick up on the game mechanics.
What We Liked/Didn't Like: We really liked how easy it is to just jump into the game. It is easy to sit someone down and to teach them the game. On the outside it seems like it could be a difficult game to learn when in reality the movement and using the magical abilities is very easy to learn. Figuring out the best way to use the spells you have for your three wizards is by far the most enjoyable part of the game and can lead to some very strategic battles as you maneuver your wizards around the battle field arena.
One
thing that is always up for discussion in any
game that uses hexes for movement as Incantris
does, are you really in sight of the other
player?
Some times it is obvious and other times,
not so much.
We had a very unique experience at the different player levels when
playing with the available scenarios.
We are still unsure what the ideal player
level is.
It seems to vary based on the scenario.
With three players in the
battle royale, it seemed that the first two
players to engage each other were going to lose
to the player that was now sitting back and not
taking damage to any of their wizards.
This is something that we have seen in
other 1 v 1 v 1 battling games.
You just don’t want to open yourself up
to battle on two fronts, especially when you
have just three wizards in play.
At the four player level,
if three players gang up on a single player, for
that single player it felt like you have no
chance unless the other three players are all
getting very bad dice rolls.
With it being 9 wizards versus 3 wizards,
the odds are definitely in their favor no matter
what you do.
We
had the most fun with playing at a two player
level in a one on one battle royale.
It was easier to come up with a strategy
and get the spells into an area that benefited
you the most.
The same can be said for the shifting
arena.
However, this really amps up the strategy
as you try to position yourself knowing that the
board will be shifting from one spot to another.
For the Crystal Sap and
Capture the Crystal scenarios, for a two player
game it was sometimes just too easy to
accomplish what was needed.
At times if felt it was just easier to do
the same thing you do with the battle royale and
just straight out beat your opponent into
oblivion and then take care of the other
requirements for that scenario.
At the three and four
player level these two scenarios played out
better for us as players can still gang up on
the other players if they choose to.
However, that leaves those players that
are hiding off to the side and not engaging
anyone the chance to make a dash to win the game
where all other players now must react or risk
losing themselves.
When playing each scenario as a campaign, everything starts to come together for the
game.
You are now awarded victory points for
scenarios along with experience points for
killing the other wizards, which really pushes
the players to accomplish something in each and
every scenario as you can then use those
experience points to purchase one time use
items.
We did run into a few
issues though with the campaign.
Depending on what happens in the first
three games, the leader may already be locked
into winning the overall campaign which takes a
little away from that final battle.
In addition, the experience tokens you
get in the last campaign are useless.
You can only use them to purchase things
between scenarios.
On that final battle, you may end up with
a bunch of tokens that you can’t use.
Although at times you have
the ability to mitigate the dice rolls, based on
your wizard abilities, in the end the outcome of
the battles is based solely on those dice rolls.
Although we have no problems with this as
sometimes it is your day and others it just
isn’t, some people who are not into the luck of
the dice may want to avoid this game.
Add-ons/Other Releases: n/a