Battle of the battle mages. Carbon monoxide rampage in the game Epic Battle Mages: Battle of Skullflame Mountain

All sorcerers have already received magical pendles, but is it still drawn to a magical fight? It's time to get into a new batch - the competition for reckless lawlessness and mind-blowing fun is declared open!

Feed the dreadful creatures that break from their chains in the catacombs of the castle of the Sprutoslaughter, and cast combat spells. Furious Serpent Kurynych, invincible Kubodemon and agile Hamadrantul will turn your enemies into a puddle of hairy ectoplasm. And if you yourself instead of spells played in the box - do not wait, rather resurrect when no one is waiting, and immediately return to the grandiose outrage!

About the game

"Epic battles of battle mages: Outrage in the castle of Sprutoslaughter" is an independent continuation of the sensational and insane hit about inhumanly cruel showdowns of tough magicians. Tons of cruelty and sadism, destructive and disgusting spells, forbidden to be used all over the world ... But not here! We don't care about restrictions, all we need is to turn all opponents into dust... And if possible, then into something worse! Death is too generous to us and magicians cannot die to the end ... We are imprisoned in a place like Hell, where we will die thousands of times, only to cast spells more powerful than the one that tore us to shreds the previous time!

From 2 to 6 players will be able to converge in this epic battle. The amazing design and style of the game should already show you what to expect from the game. You have to combine cards to make deadly combinations, collect powerful artifacts, use dangerous Crazy magic. And even if you were unlucky in the round, and you died a little, then even from the other world you will be able to participate in the party, interfering with the mages who are still alive!

New mechanics

Of the interesting and new, several chips can be distinguished:

  • Creatures - all arrivals from this version of the game are Creatures and can sometimes remain on your table from round to round. In addition to the fact that they can block you from an enemy spell, they can also have useful properties!
  • Blood is a new resource that is earned by killing opponents and holding a castle. Blood, unlike other resources, moves from party to party. Some cards offer to donate a certain number of liters to apply the effect
  • Castle - Some cards allow you to capture Slaughterhouse Castle! At the end of the round, he brings his owner 1 liter of blood. And the sea of ​​pathos, of course! In addition, some cards give bonuses to the owner. But no one is stopping you from destroying the owner and taking the castle to your own hands!
  • Surprises are effects on some cards that trigger after you die, ensuring that the death was not so easy and in vain!

Game process

Each player assumes the role of one of the mages and takes his tablet, which is needed to indicate the remaining hit points. Everyone starts with 20 points. The cards of ringleaders, bells and whistles, parishes and crazy magic are in the same deck and are thoroughly mixed. Players take turns, but draw cards and collect spells at the same time. The game consists of several games, and the game consists of different phases of the move. Let's figure it out:

  1. Draw cards - at the very beginning of the turn, we always draw up to 8 cards in our hand
  2. We create a spell - your spell can include from one to three cards, and there are three types of cards: Ringleader, starting a spell and giving a certain advantage; The Bluff, which offers an extra pinch of uniqueness and pain, and the Coming is the final deadly chord of your magic. A spell can only include one card of each type, but they can be combined with each other as you like.
  3. Cast Spell - Your ready-to-combat spell is placed face down on the table in front of you. Waiting for other wizards...
  4. Determining Turn Order - It's time to determine the order in which our spells will be cast. And the magician will be the first to conjure ... with the shortest spell! After all, this is logical, the shorter it is, the faster you apply it! If the players have the same number of cards in the spell, then the number of Initiative on the Spell's Arrival card will help decide who goes first - the player with the maximum value goes first. What to do if there is no Parish? Consider that your Initiative is zero... And if that doesn't help you decide on a move, then just roll the die
  5. Revealing the spell - when the turn finally comes to you, it is worth turning over the cards of the prepared spell and reading the resulting name with the most epic-magical expression that you are capable of. You can even come up with a punishment for those who forget to do this and just go to the effects of the cards. If there is no card in the spell, then well, use your imagination and think of a name!
  6. We apply all the effects of the spell - the effects of the cards are applied in order, as the cards are laid out - first the ringleader, then the Whistleblower and then the Arrival. If a card calls for a Mighty Throw, you will need to roll one die for each card in the spell with that sign. There are five signs in total, that is, schools of magic: Corruption, Gloom, Ugar, Kumar, Grass. All mages in their order apply card effects and deal damage to each other
  7. The start of a new round, provided that at least two mages are still alive

Who has won?

The winner is the player who was the first to collect two medals of the "Unfinished Sorcerer". To get such a medal, you need to successfully destroy your enemies and be the last mage surviving in this wild mess.

Game Features

  • Here is a completely standalone game with new exciting mechanics that you can mix with another set of "Epic Battle Mages" and get pure madness on your gaming table!
  • Mind blowing and exciting fight for 2-6 sorcerers!
  • Elementary rules to master and endless replayability!
  • Crazy combinations of 128 new spell cards, plus even crazier illustrations! You have never seen anything like it!
  • As many as 8 new sorcerers - and they have serious intentions!
  • Cool innovations: terrible creatures, liters of blood, the Castle and marvelous surprises!
  • A variant of the game "Short Tournament" - for those who prefer to distribute bream to enemies quickly and provocatively!

Action heroes like to choose the most dangerous places for decisive fights: the edge of a waterfall, a working factory, a sinking ship. But for the coolest wizards in the universe, this is somehow small. Therefore, to find out who has the most bumpy fireballs, sorcerers and necromancers prefer on the slopes of the sinister volcano Skullflame. The most terrible spells recorded in ancient tomes are used. By the way, have you ever wondered why magic books so big and heavy? Of course, to finish off the magicians-losers!

Genre: card, partygame
The authors Cast: Rob Henso, Corey Jones
Painter: Nick Edwards
Publisher: Cryptozoic Entertainment
Publisher in Russia: Hobby World
Number of players: 2–6
Age of players: 14 years
Party duration: 20-40 minutes
Similar to:
Munchkin series
Nickelodeon animated series

Clones of "Munchkin" do not happen enough, thought Cryptozoic Entertainment, hired two designers of card games for Dungeons & Dragons and issued "Epic battles of battle mages". It was not possible to move the king of the toy libraries from the throne, but the attempt was counted.

The catchy design of the box immediately attracts attention. The illustrations on the cards both attract and repel: this is what Hieronymus Bosch cartoons would look like on Nickelodeon. Worms, severed limbs and gore are on almost every map. It’s definitely not worth giving children such a birthday present, but adult lovers of black humor may like it. Unless, of course, they are afraid of games with a high chance influence. It's going to be hot on Skullflame Mountain: the core mechanics of Epic Brawl hit the heads of hapless wizards harder than the traps in Dungeon Raiders and the oars in Overboard.

Being a dark magician is fun. The spell constructor allows you to build combinations of three cards - Ringleaders (the great magician of the past who shares his power), Bellows (additional effect) and Parish (final chord). From these three components, you can make any spell - to heal yourself at the right time, collect more treasures or show your friends who is the best here. Some spells affect only neighbors, the second - the strongest or frailest character, the third choose the victim randomly. There are also treasure cards that add extra lethality to magic, allow you to manipulate initiative, and more. To get the Medal of the Unfinished Sorcerer, you will have to think through effective combinations one move ahead.


The power of Parish cards, among other things, depends on the roll of the dice. If all parts of the spell include the magic of the same school, there will be as many as three dice (or even four), the illustrations on the cards will merge together, and the enemies will definitely not be in trouble. There are only five schools, but it is far from always profitable to collect a “one-color” spell. For example, Drunk Walker's shots become even more dangerous in the company of Bluff of Grass magic and Incoming from Corruption spells.

From many of the shortcomings of the same "Munchkin" game is spared. While in Steve Jackson's game, the road to the tenth level dragged on for half a day, in Skullflame Mountain, it only takes two rounds to be the last living sorcerer to win. Players lagging behind the leader can close the gap in one draw of cards, those who drop out of the race replenish their life points in 5–10 minutes and fight for the next Medal of the Unfinished Sorcerer. In addition, defeated mages each turn receive powerful spells from a separate deck to help them in the next showdown.


"Epic battles of battle mages" each time make you choose between speed and lethality. Most strong spells differ in low initiative, so think about what comes first: your move or acquaintance with the gravedigger. The last moves are often very dramatic and are like Western duels. Calculation, patience and luck allow you to live up to them. The first person to draw a revolver wins.


Outcome: this dynamic and very aggressive game for the company, unlike most other party games, allows you to plan your actions a move ahead. But the controversial design and the high role of chance can scare away some of the players.


There is an established image of wizards in the world. If you are asked to imagine a wizard, then you will most likely remember Gandalf. A typical image of a magician is a gray-haired bearded man in a robe, who holds a long wooden staff in his hand. Instead of a staff, there can also be a spell book. On the fingers of the magician may be magic rings. The mage can harness the elements. Cause rain, hail, drought. The magician can tame a dragon, a golem, and most likely he knows the language of animals. Of course, there are both good and bad wizards, not only in terms of skill, but also in terms of their sociotype. Good wizards love to create and help. They build cities, build bridges, pour rain on dry fields, give bread to the hungry, heal the wounded, save the army from a million arrows, stones and various misfortunes. Bad wizards are more commonly referred to as sorcerers. They destroy and spoil everything. They destroy cities, dry the earth, turn people into frogs and stones, steal princesses and much more.

Most often, the wizard specializes in global spells. Those. he is not very interested in fixing a broken clock or driving a nail into a wall without a hammer to hang a bookshelf. Magicians often like to say - " You don’t speak to me here, because I know one very harmful and dangerous spell that I can use on you ...". But what can a magician do to a person? Can turn into a stone, into a tree, into an animal. Can make invisible. May freeze. But it's a magician! He can do everything. What does it cost him to mentally tear off a limb to a person? Blow it up from the inside into billions of particles? Cut in half with an invisible sword? After all, sorcerers can do everything, just writers, directors and others creative people they don't want to scare people with dismemberment. It is easier to turn a man into a moth than to decapitate him with the power of thought. So much more romantic...

Today we will talk about very tough battles of combat magicians. In this game, all magicians fight very brutally, using the most evil and cynical spells. This game is a real mental test. You are ready? Then I open the box.

Opening the skull

Although let's wait a while with removing the lid from the box and just look at the picture on the lid. The logo of the game is very similar to the logos of American cool programs about racing / fights / competitions. When you read the name of the game, the powerful voice of the commentator announcing some important NHL match immediately flashes through your head. " And now… EPIC SPELL WARS!!!“, and a peppy heavy-metal gash sounds.

On the box are drawings of magicians gathered around some kind of artifact. The picture is pretty kind, because all the art that you find on the cards will be much tougher.

We open the box. The filling is typical for a middleweight game. When there is one deck of cards in the box, it is a light game. When there are several decks, a bunch of sheets with tokens, a large playing field, then this is a heavy game. Epic fights is something in between - two decks of cards, a set of D6 dice, one sheet of tokens, hero boards and two small coasters.

There are quite a lot of cards in the game (190 pieces). If you put them together, you get a decent stack. Card quality is typical for hobby world (And today I'm analyzing the localized version from HW).

Hero tablets are a normal life counter. All heroes are the same, none have special properties. They differ only in name and picture.

In the box you will find a fairly large cardboard Skullflame Mount. It is for her that two stands are needed. I could not reveal the essence of this component. Apparently it's simple decorative element, which makes the game more epic and spectacular.

crazy magic

Epic fights can't be called a new game. It came out in 2012, and I kind of even followed this game for a while. Getting to know the desktop (reading the rules) was like a clear briefing on how to survive in the harsh world of magicians. On the second page of the rules, you will find a detailed description of what "epic battles of magicians" are and what they can lead to. This story is written as if the rules are talking to us. Moreover, this conversation does not take place in a high-flown tone, but with the use of simple slang words. As if a friend with whom you grew up in the same sleeping area is talking to you. He tells you - Friend, you simply must become a sorcerer. You can experience this adrenaline madness for yourself.«.

If you agreed to play the game, then you have nowhere to go - you will have to become a combat sorcerer. Note - a sorcerer! And they, as I wrote above, are sometimes very evil and dirty.

The goal of this game is to win 2 unfinished sorcerer tokens. To win a token, you need to be the only surviving sorcerer in one of the battles.

This game can be played by 2 to 6 players.

There are several games/bouts in one game. In each game, there is one surviving sorcerer who receives a victory token, after which the new game with the restoration of the conditions of all sorcerers and a new distribution of cards.

Each individual game is divided into rounds. At the beginning of each round, sorcerers draw cards from a deck of up to 8 pieces. Regardless of how much health you lost in the last round and how much damage you did to other sorcerers, all players at the beginning of the round will have the same 8 cards.

Maps are the main engine of the game. All of them are powerful spells with different effects. Spells are divided into 3 types: ringleaders, bells and whistles and parishes(cards are distinguished by a frame and a letter in the lower right corner). Splitting spells is an important game element. After the cards are dealt at the beginning of the round, the players begin to collect spells. The number of cards used in a spell varies from 1 to 3. The more cards you collect in a spell, the stronger it will turn out. One important rule to remember is that there should not be two or more of the same types of cards in a spell. Ideally, you should have a spell that is a set of ringleader + bells and whistles + parish.

Of course, when dealing cards, you may not be lucky, and you will not have some type of card in your hand. Or it will not be profitable for you to make a spell from three types of cards. In such cases, the spell may consist of two or even one card.

All collected spell cards are placed face down in front of the players, so none of the players know what their sorcerer rivals have collected. Who will go first in this case? The one with fewer cards in the spell. In case of equality, the numbers on the parish cards are compared (whoever has a higher number goes first).

When opening spells, you can arrange a real verbal performance - just read aloud the name of your spell. It should be something along the lines of " Appetizing self-drank from Drunk Walker". If your game company reacts cheerfully to such things, then you can happily read all the resulting spells. But then you will most likely get tired of doing it.

All spells work from left to right. Those. first, the quality of the ringleader is played out, then the twists and turns, then the parish. Sometimes certain cards in a spell (most often parishes) require the player to perform a mighty roll. For this you need cubes. For a mighty roll, it is very important that your cards in the spell are of the same type. Types are corruption, darkness, waste, kumar and grass. If the card with the mighty throw is of the corruption type, you take one die for each corruption card in the spell. The higher the number rolled on the dice, the stronger the effect of the card will be. For example, with a roll of 1, you will deal 1 damage to the sorcerer, and with 10+ - 7 damage. Agree, the difference is significant. Especially when you consider that the starting value of the life of the sorcerer is only 20.

Most often, the effect of cards in a spell allows you to deal damage to all sorcerers, left or right, the weakest or the strongest. Sometimes the effects allow you to restore a few hit points.

If you're unlucky and don't get a certain type of card in your hand, then you can replace it with a Crazy Magic card if you come across one. This is a joker card that allows you to replace the Wild Magic card with the first card from the deck of this type during the reveal of the spell. This is a very cool help if you are unlucky with the distribution.

Sooner or later, the health of one of the sorcerers will drop to zero. In this case, he receives the status of a dead sorcerer. What does it mean? This means that he discards all of his cards, gets one dead sorcerer card, and will get one such card every time other surviving players start a new round. Let the name "dead sorcerer" sound somehow not very pleasant, but in fact, each such card in the next game will bring the player one good bun. For example, you can start the game with more cards in your hand, get guaranteed Crazy Magic, start the game with more health, etc. Those. it is like supporting the loser so that he can win in the next battle.

Some cards allow the player to draw a treasure card. These types of cards give the player different game bonuses. For example, it gives +1 die to a mighty roll, one additional symbol of corruption, kumara or other types, +10 to the number on the parish card to go first, and much more. Treasures are a very cool thing, with the help of them you can do super cool magic tricks.

The last mage surviving in the battle receives a token of an unfinished sorcerer and becomes one step away from victory. Then a new game begins, which is completely identical to the first. The only difference is that dead sorcerers will give advantages to some players.

Collected 2 tokens of the unfinished sorcerer? Congratulations - you won!

I give him a puff, he gives me a thousand!

At first glance Epic fights - this is very, very correct munchkin . By no means do I want to say that ESBM (I will shorten the name of the game to four letters for convenience) is a copy of Steve Jackson's boring game. The games are still different, but they have a common spirit. AT Machkin you had rather funny, sometimes mean cards in your hands, which were most often spent on some neutral monster, but you really want to load a sledgehammer on another player, and not on a plutonium dragon. There are no neutral monsters in ESBM, there are only you and other sorcerer players who can be fireballed at. And it's a lot more fun to do than to poke a monster in Munchkin .

In general, to be honest, I would like to start talking about the impressions of the game from its most controversial side. I would call this side the cornerstone - this is its theme and design. You can discuss the mechanics of the game for a long time, share your impressions of different tactics and strategies, but the very first thing you have to step over is the theme. The game is replete with real black humor. Sorcerers do not just throw fireballs with each other, but ... Let's just look at the pictures - dismemberment, trepanation, blood from the ears and eyes, intestines, total rupture of human body parts, etc. Luckily, these are all pictures, not photos (as a grindcore lover and doctor's brother, I've seen quite a few "cute" photos). Drawn flying intestines - this, of course, slightly softens the perception, but still only a little. Before buying a game, I strongly recommend that you study the pictures in my article or on other specialized sites, and if you don’t experience any negative emotions from what you see, then you can safely read the review further and find out what is good in the game. If the theme of the game shocks you, then I'm afraid that this is not your game.

As for me, I want to say that I'm not exactly a puritan, but still I find some of the art for the game disgusting. Before writing the article, I ran around different sites, looked at who wrote what about the game, and accidentally stumbled upon my comment left back in 2012. I wrote in it that I was following the game, but when it came out, I saw the pictures and decided that this kind of art was not for me, so I stopped following the game and deleted it from the wishlist. It's very funny to read 4 years later, when the box is right in front of me and I'm playing this game with might and main =) Despite the fact that the theme is still on the verge of good and evil (well, or still goes with one foot into evil) , the type of game does not cause rejection in me. Some pictures I find amusing and funny. The card names are pretty cool too. Of course, if you look at all the nuances that the artist drew, maybe I will find something completely unpleasant, but I looked at the cards only in the first game, in the second I already paid attention only to the text, which in the game quietly fits into the framework of decency.

Do you digest pictures of furious magicians? Yes? Then we move on!

I can classify ESBM into a group of fairly simple card games in which you do not need to collect individual decks and suffer from collecting combinations. This is, let's say, a "situational" game - you get cards in your hand and try to collect something sensible from them here and now. Those. everything is like in card games not for geeks, but for ordinary people.

Jokingly, I call the reviewed board game not one game, but two at the same time. Like it's a game within a game. The first game is to collect a spell from what comes into your hand. You will almost always have something to think about when putting together powerful magic tricks. I really like that there are quite a lot of card options in the game. Each of the three types of cards has 20 unique ones that are repeated exactly once. Those. 20 pieces of 2. When I unpacked the decks and saw duplicate cards, I thought that they would often come across, but nothing like this actually happened. At our table, some new types of spells with different actions were constantly gathering. Yes, after 3-4 games you will already know the cards almost by heart, but there is still enough variety, as it seems to me.

Collecting spells is quite fun because your decision depends on various factors. For example, you are trying to put together a three-card spell to get the maximum possible effect. But not always all three types are at hand, and the cards do not always interact well with each other. For example, you have a great parish with the "gloom" type, and there is also a ringleader-gloom and bells and whistles-gloom. Everything seems to fit perfectly, but then you read that the ringleader's effect can damage you, and you have only 1 health point left and you risk dying from your own effect right away. So you need to come up with something else. Or you desperately need to go first, so you choose the parish with the highest possible number. Over the collection of spells, you can really get stuck. Sometimes the optimal spell is easy to figure out and you immediately cast it, and sometimes it takes 1-2 minutes to collect it.

The second game is the casting of the finished spell. This is really a game because you will often have to roll a die, the result of which can lead to unexpected consequences. It happens that you go first and manage to take out one or two opponents during your turn, who instantly lose their turn and leave before the end of this battle. Sometimes for your own or someone else's move you gain interesting cards treasures that endow you with special properties. In general, any play of spells, yours or someone else's, is always unexpected and fun.

The game struck me with its recklessness. It is somewhat reminiscent of crazy obstacle races without rules. In one round, your health can be reduced from 20 to 0. Or maybe in four rounds no one can do anything to you. Actually, another “Munchkin” legs grow from here. This is not a game about strategy and tactics, this is a game about chance and luck. Yes, bad cards can simply come to you, with which it will be difficult to collect something sensible. Yes, cubes can show strictly units. But... But it's fun! I experienced tremendous pleasure while playing. It's really funny when your opponent has twice as much health, and he teases that he has a victory in his pocket, and then you - one - and knock him out of the game with literally one or two cards. In this game, more than ever, when rolling dice, they lament " please roll 10!". Only in this game you are constantly viciously promised revenge next time.

The theme of the game is so cool attached to the mechanics that the author of the game wants to shout “Bravo!”. I already thought about what would happen if the game had a different theme. For example, the battle of robots with dinosaurs or Pokemon with Teletubbies, but without blood. And I came to the conclusion that all this would not be right. Of course, the vanilla-cute theme would expand the circle of fans of the game, but I'm not sure that it would have delayed them for a long time. Epic battles of mages with a gore component distinguish the game from hundreds of others similar games. It's good that this is not another fantasy.

What I also like is that there are many different moments in the game that give the game freshness. Starting from determining the sequence of moves, ending with dead sorcerers and treasures. At the same time, it seemed to me that all these elements do not overload the game. For example, in a card batch , especially in batch. munchkin , you can miss something and regret it. In ESBM, you can only forget about the treasure property, and I also often forgot that one bells and whistle card is guaranteed to give the right to the first move. When playing ESBM, it is difficult to forget to damage someone, because this action is always obvious. There are no tricky reactions and unexpected turns played out of hand in this game. And for me this is a plus.

In my first games, for some reason, I decided that the best spells are collected from the same types. For example, if you collect 3 herbs, you get super-fuck-bang. And this idea is always not very to my liking in any tabletop, as it makes the player very dependent on what comes into his hand. But when I replayed almost all the cards in this board, I realized that 3 identical types in a spell are good only for a powerful throw, and even then with bonuses you can get all 4 dice without matching card types. Cool spells can turn out in "discord". This discovery calmed my soul and added another plus to the game =)

But enough of the pros and let's talk about the cons. They, of course, are also in this desktop.

And I will again mention the bloody, albeit cartoonish, theme of the game. Still, hand on heart, for me it's still more minus than plus. Such a small minus, but still a minus. I am sure that there are people who absolutely will not play ESBM. For example, on BGG I didn't find reviews of this game from very famous reviewers who always reviewed any game, and then suddenly silence. Although, of course, the “Christian” badge on these comrades hints that Skirmish has little chance of these reviewers turning their attention to this game. Actually, on Teser, I also don’t see a bunch of reviews on Struggles, although I found it to be a very tasty toy for myself. Well, it's a matter of taste, of course...

The catastrophic non-arrival of cards in the hand is a more obvious minus, which is infrequent, but does occur. As I wrote, if you have cards different types- that's a pretty good situation. But if you do not have a ringleader, parish or bells and whistles, and even worse, if all 8 cards in your hand are of the same type, then this is much, much worse. The advantage of a spell consisting of two cards is that you will most likely go first. During this turn, you can try to knock one or more players out of the game in order to take less damage later. If you survive and start a new round, you draw 2 cards to 8 cards in your hand. And you won't get the third type of cards again. You will again have a spell consisting of only two cards. In my experience, I played one whole battle like this, until I finally flew out of it. The Crazy Magic card helps a lot when not coming, but you also have to be lucky to have it in your hand. Such sad situations are rare, and they are the result of a badly shuffled deck. The deck, by the way, is large, you will have to mix it more than once during the game, so it is best to do this carefully and with the help of other players. On the other hand, the randomness of the arrival of cards in the hand is the scourge of all card games.

The next minus is the length of the parties. I will tell you about the very first experience with the game, which was decomposed into 4 players. The first three battles were won by three different players. And at this stage, it was fun and cool for everyone to play Battle Mages. In the fourth battle, everyone began to joke that now the player without the token of the unfinished sorcerer would definitely win, although three players were already one step away from victory. We have already played the same game three times, and in time it took us more than an hour. And yes, in the fourth battle, the fourth player did indeed win. The fifth battle was decisive, but still, almost all players had a feeling of being dragged out. If you think about it, it becomes obvious that a player without a victory token is more likely to win a battle. In any skirmish, first of all, they try to knock out the player who already has a victory token, because if he gets the second token, he will win the game. It is better to let the player who does not have it get the token, but then you will still have a chance to win. Players without tokens are less touched, more often "fat" players with tokens are targeted. For all 6 games that I have played so far, almost always all players had one token. 1 or 2 games ended in such a way that one player was left without tokens, because he was simply unlucky and he picked up fatal damage in advance. For myself, I decided that 4 players is the best option. Not even optimal, but maximum. With five, and even more so with six, I would not play this game. 3-4 players is quite good. Four players are just enough to get enough of the game in one evening and leave it for tomorrow. The three of us is the minimum option to make it fun and enjoyable to play. Because together... You can play together, but it's not fun, as many cards stop playing as well as it was intended by the authors of the game. For example, there are spells that target the right and left players. When playing together, the role of the right and left players is played by one person. Exactly the same situation with the weakest or most strong enemy, because it will also be the same person. And the trick of the game is just to vary the goals so that they accidentally switch without your knowledge. For example, you want to finish off one player, because he is the weakest, but by the time it gets to you, the other player becomes the weakest, and this is a fun feature of the game that I like. When playing with two, this feature simply stops working.

Some cards seem a little more cool than others, but that's the same with all card games. Therefore, one whole spell can break the entire table, and another spell will only slightly pat the players on the cheek.

Funny Easter eggs with nicknames

Well, let's recap. After the first game, I had fears that I had already received all the best from the game and that it would become sadder in the future, but after the next games I began to think about the game even better. It's pretty simple card game, in which there is quite a lot of randomness, but this randomness gives tremendous pleasure (to me personally). I like to collect epic spells, I like to give blows to opponents, I like to take them out of the game, I like to accumulate dead sorcerer cards and come up with a plan for revenge. I don't really like the jargon of the game in the spirit of "kumar", "grass" and other things, but it does not affect the gameplay in any way, but creates an atmosphere.

If you are bored munchkin , but you want something as vigorous (set up and rob rivals), then be sure to try playing Epic Fights .

For me, this game is one of the best I've played this year. However, I cannot recommend it to you. It probably sounds weird, right? I usually recommend games that I really like (like Port Royal or Pandemic: Legacy ), and I am sure that this game will work in almost any company. Epic battles of battle mages is a specific game. And the most important specificity lies in its brutal theme. If you play with kids, moms/dads, grandparents, pregnant women, etc., then this game is probably not for you. If the sight of flying painted brains doesn't make you sick, then you're getting your ticket to a date with the game right now.

hobby world has already announced the release of the second part of the game this fall. And I am extremely happy about this news, because in the fall we will continue the hellish crazy bloody battle of extravagant battle mages.

I put the game "class", and you decide how strong your desktop spirit is.

Board game Epic battles of battle mages was provided for review by the company

“Epic battles of battle mages” is a board game for those who want to quarrel with relatives and friends for glory, but at the same time smash them to smithereens. But it is not exactly.

To say that I am new to the world of board games is an understatement. Of the board games, I only played a couple of mandatory numbers like Bang! and Uno, yes. What attracted me to the game? Only pictures on the box Epic battles of battle mages. Outrage in the castle of the Octopus! have already sparked my interest, because they are reminiscent of the notorious and beloved Adventure Time. To add variety to your measured family life, I forced to play for a couple young man, which also boasts only the experience of playing Uno and Monopoly. And, suddenly, we loved it!

HOW DOES THIS HAPPEN

There are a total of 8 hero boards in this version of the game (which, by the way, can easily be mixed with the first set of Epic Fights: Battle at Skullfire Mountain). Separately, my young man noted the dragon lord - Sun Huchai, and I chose the fluffy wizard - Sir Kotka Murrchington. Yes, this game is strictly 18+, so if you are under then stop reading this immediately and forget everything! Better go to another city!

In general, you choose for yourself the one that sounds more pleasant, but you dump all the cards of "starter", "bells and whistles" and "arrivals" together. You can use them to create magic. Each card is also tied to a certain school of magic, which helps to create even more powerful combinations.

Ideally, you need to combine three cards together and read them in a special way - then we will have the biggest “bang!”, But the player with fewer cards will be able to go first. At the same time, magicians prepare spells in secret from each other, and then they reveal themselves. It’s not for nothing that the game also has “stray magic” cards - to replace one of them with a card that you don’t have enough for an ultra-wild spell. When you lay out such a card, you boldly reach for the deck with spells and open them until you meet that one - i.e. a card of the type that was replaced with "crazy magic".

There is also "treasure" - a vigorous thing that flies to you from the effects of certain spell cards. When a treasure falls into your claws, you must definitely open it for all players so that everyone's saliva flows. Treasures are never picked up. And, of course, greedy sorceresses can win them back, so keep your eyes open.

Of course, it can’t do without death, but if dear friends filled up your sorcerer, this does not mean that you are leaving and going to smoke on the balcony. When the sorcerer has played the box, he discards cards from his hand, then treasures, and then takes a card from the deck of dead sorcerers. In this game, death is not yet a reason to end it.

Where can I go without a lock! There are cards that give extra bonuses to the one who conquered the castle. And also the castle itself brings a liter of blood, which you need so much to enhance the effects of spells.

Unexpected. Yes, yes, where without such cards. This is what you do before you emit... No, you didn't think that! Release the spirit. If among the cards of your spell cards that you did not have time to use before death, there is the word "surprise", then you apply the effect described after this word. Thanks to such “surprises”, even the most miserable sorceress will be avenged.

THERE ARE TWO TYPES OF GAME - TOURNAMENT AND SHORT TOURNAMENT

The tournament is a long, epic battle. At the end of each game, the survivor receives an "unfinished sorcerer" medal. Having collected two such medals, the sorcerer wins the tournament. This, however, can take a long time.

A short tournament is an alternative version of the game that comes in for a company of 5-6 players. It consists of three games, and instead of medals "unfinished sorcerer" players get points for killed enemies and their own coolness. After the games are over, the points are compared and the sorcerer with the highest score wins.

IMPRESSION

Firstly, no matter how awesome your strategy is, no matter how quickly and tenaciously you capture the castle, no matter how ingenious your plan is, the next move may be your last. But even here the game does not end, because you get a dead mage card, and you continue to freak out. Secondly, the names of the characters, they are really funny. Third, the spells you cast. Seriously, when else will you get a chance to cast the Feihan Witchminator from the Furious Schooltron? Fourth, the epic atmosphere. Incredibly epic! Fifth, however, the game can be drawn out, especially if there are more than three players.

It doesn't matter how bad or good you can play board games - detailed instructions and lively interest will help you quickly understand all the subtleties and fall in love with the game.

The essence of all this mayhem is to turn enemies into puddles of slime (or worse) as often as possible and find out who is the coolest of all.

BEWARE, POSSIBLE PAIN IN THE STOMACH FROM LAUGHTER! LONG GAME IS ADDICTIVE!!!

Basically, we've been warned. We are very grateful to Hobby World for providing us with a box of happiness for review!

Board game

Number of players
2 to 6

Party time
From 30 minutes

Game difficulty
Medium

Epic Battle Mages is an exciting board game for an audience over 18. It can be played by 2 to 6 players.

The goal in the board game Epic fights of battle mages

Defeat opponents and survive at the same time. For the victory you get - 1 medal. Collect 2 medals and you are the winner in an epic battle of battle mages!

Epic fights of battle mages: game rules

  • There are 3 decks in the board game “Epic battles of battle mages”:
    • spells
    • hidden treasures
    • dead sorcerers
  • Mix each deck thoroughly.
  • Each player chooses a sorcerer and takes a hero board.
  • At the beginning of the game, each sorcerer has 20 lives. This means that you put the skull on 20 on your board.
  • During the game, you will earn life and die and move the skull to the appropriate spaces. But above 25 life cannot be in the game.
  • Each battle consists of several parts. The battle lasts as long as it takes to win.
  • Each sorcerer draws up to 8 (inclusive) cards from the spell deck in his hand.
  • You can have different types of cards in your hand. There are 3 types of cards in the game:
    • ringleaders - one of the strongest sorcerers gives you a certain advantage on casting your spell
    • parishes - the most dangerous type of cards, gives a stunning blow to your enemies
    • bells and whistles - add power to your spells
  • You can strengthen the spell from 1 to 3 cards. But no more than 1 type of cards. That is, you can NOT apply 2 ringleaders, 2 parishes, 2 bells and whistles.
  • All sorcerers place their empowered spells on the table and tell the others how many cards they have. The sorcerer who will walk with one card starts first. Whoever has 2 cards starts second. Well, the last to go is a sorcerer with three spell cards.
  • If several players have the same number of cards, then the move is determined by the parish card. The sorcerer whose initiative is greater (see the initiative on the card) goes first. If the sorcerers have the same initiative, roll the die.
  • The player's turn begins by revealing the spell cards on the table. All spells cast are cast.
  • All spells apply their effects in order:
    1. ringleader
    2. bells and whistles
    3. Coming
  • On the maps there are signs:
    • corruption - helps to carry treasures and impose corruption on your enemies
    • gloom - massive damage, which in most cases requires self-sacrifice
    • fumes - sets fire to enemies
    • grass - restores the strength of the sorcerer, and on the contrary, takes away the strength of enemies
    • kumar - an enchantment that requires you to select certain opponents
  • Mighty throw. Some cards have a mighty throw icon. This means that you roll the die based on the number of icons on the cards. For example, you laid out 3 cards with grass, then you roll the die 3 times and sum up the number that has fallen. If you only have one grass card, roll the die once.
  • Read the cards carefully. Some cards target specific enemies.
  • Always identify the victim before the dice are rolled.
  • Some cards allow you to add a spell. This means that the previous rule cannot be applied 2 parishes, 2 bells and whistles and 2 ringleaders is cancelled.
  • Crazy Magic is a card that you can play instead of any other to get a 3-card flood. After you have laid out the Crazy Magic card, you are looking for the necessary replacement in the deck. After the search, replace the card and discard the "Crazy Magic" along with the open cards of the deck.
  • Treasures are items that give you nice effects. These cards are not taken into hand, but laid out for all players to see.
  • A deck of dead sorcerers. Dying in battle doesn't mean you've lost the game. At the start of each round of the game, the dead sorcerer draws a new dead sorcerer card.
  • At the beginning of each round, living sorcerers draw cards up to 8.


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