Wizard's WARdrobe (Canceled)
Gear Up & Throw Down in Wizard’s WARdrobe, a wildly-strategic wizard-building & battling game for 1-4 players free-for-all or in teams.
Wizard's WARdrobe (Canceled)
Gear Up & Throw Down in Wizard’s WARdrobe, a wildly-strategic wizard-building & battling game for 1-4 players free-for-all or in teams.
Gear Up & Throw Down in Wizard's WARdrobe, a wildly strategic, wizard-building & battling game for 1-4 players. Duels can be free-for-all or in teams, and last 5 to 20 minutes per player.
For the past 2 years I've been creating Wizard's WARdrobe because I LOVE wizard battling games, and was inspired to create Wizard's WARdrobe to fulfill a unique game experience I was seeking in the setting:
- Expandable & customizable, but not collectible. Your WARdrobe grows, but you don't have to chase particular cards. Each expansion booster contains a preset collection of mostly new cards, with some extra copies of staples and favorites.
- Infinite replayability with different puzzles and surprises every single game. You never know what item is going to be revealed next on one of the WARdrobe piles, or what spells you've been taught as an apprentice.
- Super easy to explain and learn in just a few minutes! The pieces laid out almost teach the game itself, and right away players can start Gearing Up & Throwing Down!
- Fast-paced, arena-action tabletop game that has the feel of a retro video game. Since I had always wanted to make a game with pixel art, and WIzard's WARdrobe fit the style perfectly, I found some amazing pixel artists to work on Wizard's WARdrobe.
- When you're defeated, you're not sitting out of the game. In Wizard's WARdrobe, if you die, and there is still more than 1 wizard left alive, you become a vengeful spirit! In spirit form you don't have your body and items, but can still cast learned spells, and gain the special ability to learn many more. Once you know a healing or life draining spell, or another wizard heals you, you can get back in the game!
- Strategies are varied and you can decide to play each game in a different way. Will you be an aggressive Dark Fire mage? Maybe a scroll collector, with a large repertoire of spells in your backpack? What about a beast master, employing many different familiars to aid you in your goals? What about a defensive wizard magically hiding and healing? Or maybe you will die, become a spirit and learn vast, arcane knowledge, before resurrecting back to life more powerful than anyone could ever imagine!
These are just some of the possibilities in Wizard's WARdrobe, which will be expanded by preset boosters like: Loot of Legend, Witch vs Warrior, Biomancer vs Necromancer, and Magician vs Clown!
I hope you enjoy Wizard's WARdrobe as much as we do!
In Wizard's WARdrobe, you take the role of an apprentice wizard who has busted into the Grand Wizard's epic WARdrobe to battle other wizards for magical loot!
Each player starts with 99 Hit Points (HP), two learned spells in hand, and a wizard inventory playmat with 8 color & number-coded body locations for items (2 feet, 2 body, 2 hands, 1 head & as many accessories [trinkets or familiars] as you want). During your turn you allocate 3 actions to cast spells, use items, and grab items from the 8 face-up WARdrobe piles. The more powerful the effect, the more actions it costs, so keep an eye out for boots and familiars that can give you extra actions.
Wizard's WARdrobe is quick to set up and easy to learn: the game pieces laid out almost teach the game itself. It is fast-paced (you can start slinging right off the bat) yet highly strategic (with dozens of spells and 8 WARdrobe piles to choose equipment from, there are many lines of play). This makes each game unique and exciting, so Gear Up & Throw Down in Wizard's WARdrobe!
Gear Up! The more items you are wearing, the harder you are to hit. The innovative hit roll system supports the theme nicely: When a wizard deals damage to other wizards, they roll an 8-sided hit die and refer to the hit location on each affected players' playmat. If the wizard has an item in that location, it is moved to the junk pile and no damage is dealt. If the wizard does not have an item in that location, then the damage is rolled and dealt to the wizard's HP.
Throw Down! There is a vast repertoire of offensive and defensive effects in the base game (over 200 cards), with more to come in the preset expansion boosters. Once your wizard is suited up with synergetic buffs, you are ready to use your spells and items to attack your opponents and defend yourself. The last wizard standing wins!
What you'll get in your box:
- 4 Wizard Inventory 13" x 10.5" Playboards (including gameplay summary, turn basics, and icons)
- 72 Spell Cards 2.5" x 2.5" (12 each of 6 different schools)
- 144 Item Cards 2.5" x 2.5" (8 different body locations and power ups)
- 4 Sets of 2 Slider Cards (used to keep track of Hit Points)
- 1 4-Sided Die, 1 8-Sided Die, and 1 12-Sided Die (used individually or together to do make random rolls)
- 1 Rulebook (16 pages)
- 1 Box and vacuum form insert with enough room for expansions
The Wizard’s WARdrobe base game comes with a bit of everything, including general wizard’s clothes and an outfit for each of the elementalists that helps them cast their school of spells and buff them. These items include scrolls & wands that come with extra spells, many different potions, animal familiars, adventuring equipment, common magical artifacts, and rare ancient relics.
> Please note that the art and design is not yet finalized and will probably still go through some changes before printing. If you have any feedback, please let us know and we'll see if we can integrate it. <
"I find that the more I play Wizard's WARdrobe, the more it draws me in to play it more. Although the general concept of collecting Spells, Equipment and Familiars in order to destroy your enemies seems straightforward, the sheer amount of all three that are available to the player give it an amazing level of depth. It is as much a game of long term strategy, deceit and perception as it is about strength. Where a game can last merely a few short rounds to well over an hour." - Shane, Pixel Artist
"I played this at Vcon 2016 and have been waiting ever since for the kickstarter. Great game. Easy to learn and still fun to play." - Karen Boyd, VCON attendee
> More videos coming soon! <
Each player sets their HP to 99 and places their wizard inventory playmat in front of them.
Shuffle the deck of spell cards and deal each player 2 learned spells. Keep learned spells hidden, in your hand or face-down on the table, until you unleash them. Note the schools of your learned spells and try to find matching items in the WARdrobe to support and buff them.
Shuffle the item cards and divide the pile into 8 roughly equal piles. Place them face-down in a square 3x3 grid layout with the spell deck in the middle. Flip the top card of each WARdrobe pile face-up, and do this each time the top item of a WARdrobe pile is face-down during the game.
Each player rolls the game dice, D4+D8+D12, and the player with the highest roll goes first. Play then proceeds clockwise around the play area until there is only 1 player or team left alive (above 0 HP).
On the first round of turns, each player gets 1 action per turn. On the second round of turns, each player gets 2 actions per turn. From the third round on, each player gets 3 actions per turn.
There are 2 types of cards in Wizard's WARdrobe: items and spells. Both have similar layouts and icons but have some fundamental differences in gameplay. Many spellcasting items, denoted with the scroll icon in the bottom left function icon spot, come with spells attached from the top of the Spell deck. Let's check out this Air Elemental Staff as an example.
Item Cards: There are 8 body locations for items that match the number & color-coded body locations on your player mat: 1/2 Feet (Brown), 3/4 Body (Yellow), 5/6 Held (Red), 7 Head (Pink), and 8 Accessories (Purple). You can have 1 item in each spot except for Accessories, which you can have as many as you want, and place them anywhere around your wizard playmat you want, just not in other item slots. There are also Power Ups, which don't go on your body, but are used and junked immediately when moved to your wizard, unless you have a storage item to save them for later.
Once an item card reaches the top of a WARdrobe pile it is turned face-up. That item remains face-up for the entire game regardless of where it is, even if it is covered up again.
Each item has 1 or 2 effects, although there are a few special items with 3. Each effect has a cost in actions that must be paid in order to use the effect. The action costs range from 0-3 actions, but could also be always active, triggered, or based on another card attached to it. You can use each effect on an item card once per turn unless otherwise specified.
Spell Cards: There are 6 schools of magic in Wizard's WARdrobe: Fire (Orange), Water (Blue), Earth (Green), Air (Grey), Dark (Black), and Light (White). Each element has a unique repertoire of offensive and defensive spells, and an outfit that helps a wizard cast and buff those spells.
Spells, whether learned or attached to an item, remain hidden from other players until you decide to use them. Once used, that spell remains face-up on the table until the beginning of your next turn, at which point it is turned face down until used again that turn or later on in the game.
Each player starts the game with 2 learned spells, but can gain access to more by using wizard's hats, drinking potions, and taking items that come with spells attached to them. When a spell is attached to an item, usually when it is first taken from a WARdrobe pile, that spell remains attached face-down to that item for the entire game, even if it is junked.
Each spell has 1 effect that costs between 1-3 actions. You can only use each spell once per turn, but if you have multiple copies of the same spell, you can use each copy once per turn.
Turns & Actions
During your turn you get 3 actions you can use to grab items, use items, and cast spells. You can grab as many items as you want, but each item and spell effect can only be used once per turn. Effects cost different amounts of actions depending on how powerful they are. There is no limit to how many actions you can get by using boots, familiars, and other items, but you always start your turn with at least 1 action.
Here is a list of other things you can use your actions for on your turn, as many times as you want:
- 1 Action: Move 1 item from the top of a WARdrobe pile to the matching number & color-coded body location on your wizard. You can also move items from the top of one pile to another.
- 1 Action: Junk an item from your wizard by moving it to the junk pile.
- 0 Actions: Drop an item from your wizard to the top of a WARdrobe pile. Keep it and the item below it face up. You may do this any time, even during another player's turn, if you end up having 2 items in 1 location.
Once you're suited up, it's time to defeat your opponents. Attack effects are designated, on both items and spells, in the bottom left function icon box by the red sword icon. Some attacks say to target a single opponent, while others affect each opponent. These mass-effects get around most defenses in the game including invisibility and flying.
To make an attack, first check for defenses, and then make a hit roll by rolling the 8-sided die (D8) and referring to the body location number on all affected wizards. If there is an item in that location, junk the item, and no damage is dealt. If there is no item in that location, damage is rolled and subtracted from that wizard's HP.
To deal damage, check which dice are used for that effect, listed in the card effect text, and also if that attack has an inherit base bonus + to its roll. If the effect has a green check icon in the lower right icon spot, then add all the relevant buffs, keeping in mind buffs that only affect certain schools of spells, ones that just affect spells but not items, and ones that affect all spell and item effects. Roll the dice, add the base bonus & buffs, and subtract it from all affected wizards' HP. When you take damage, check if you have any relevant debuffs to save some HP.
When a wizard reaches 0 HP they die. When there is only 1 wizard or team left alive (above 0 HP), that wizard or team is the winner of the game. If by some chance all players are dead on the same turn, the player whose turn it is wins.
Everyone knows wizards don't really die right? If there is still more than 1 wizard left alive, a dead wizard becomes a vengeful spirit! In spirit form a wizard does not have their body and items, but can still cast learned spells, and gains the ability to learn many more. Once they know a healing or life draining spell, or another wizard heals them, they can rise from the dead more powerful than one could ever imagine!
how being a Spirit works:
• You have 3 actions per turn as normal but this can still be changed by spell effects of your own or other players. If your action amount was changed before you died by some effect, you keep that change.
• You can cast learned spells only.
• You can learn the top 2 spells of the spell deck for 1 action. You can do this as many times as you want per turn while a spirit.
• You cannot go below 0 HP. If you are healed, by your own learned spell or by another wizard, you come back to life and return to normal play rules.
• Your body can still be targeted and items hit, and you are still affected by effects that affect all players.
• You do not have access to the items on your body or the spells, effects, and buffs they give.
• Items on your body can be grabbed by other players like they were on top of a WARdrobe pile.
• You cannot move, drop, or junk items unless a spell you cast allows you to.
We're keeping our base reward tiers pretty simple. Here's your options:
- $59 CAD - Wizard's WARdrobe complete game (approx. $45 USD): 1 copy of Wizard's WARdrobe delivered to your door! FREE shipping to US & Canada! .
- $99 CAD - Wizard's WARdrobe WITH a copy of our first game Symetra (approx. $75 USD): Did you miss our first campaign for the visionary strategy card game Symetra? Get it here discounted, bundled together with Wizard's WARdrobe to save on shipping!
- $15 CAD - Premium Print & Play (included with all reward levels above) (approx. $11 USD): You will get a full-color & resolution premium digital version of Wizard's WARdrobe including the unlocked expansions. The free print & play is lower quality and does not include the boosters. Some assembly and dice required.
- $1 CAD - Digital Wallpaper & Join the Discussion (included with all reward levels): For just $1 or more, you get a beautiful digital wall paper and the ability to comment on the campaign conversation.
- $149 CAD Retailer Package (approx. $114 USD): This tier is for retail stores to purchase cases for resale. Includes a carton of 5 games, 5 promo sets, and a 28" x 22" promotional poster. You must prove you have a brick & mortar point of business to receive the rewards. You may add additional cases at the cost of $149 each. To order add-ons, or from a country other than the US or Canada, please private message us for details.
As a small publisher, with Wizard's WARdrobe being only our second game, we do not know if we will get into traditional distribution. Although that would be nice, it is unlikely, so this may be your only chance to get Wizard's WARdrobe.
By getting Wizard's WARdrobe now you get:
- The game at below SRP by about 10%.
- At least some, if not all, of your shipping covered.
- A FREE set of the Early Support Promo Cards (this may be available after the campaign for purchase, but you get it for free).
- Premium Print & Play (not included with the game later).
- Digital Wallpaper (not included with the game later).
- Good karma for helping an indie game company produce a game!
For each copy of Wizard's WARdrobe you pledge for during this Kickstarter campaign you will receive 1 FREE early support promo set. This set starts with a matching pair of 2 Kickstarter Boots and with each promo card stretch goal, we will unlock more cards!
The Kickstarter boots are one of the only foot items in Wizard's WARdrobe that deal damage. For just 1 action you can deal an enormous amount of damage! The downside is, if you hit them, and actually deal damage, you Kickstart them for their next turn, and they get an extra action.
Up next is a powerful ring that can not only give you an extra action, but it is the first effect that allows you to give another player extra actions. You could use this on a teammate, or temporary ally, to set up a crucial turn for them that changes the tide of battle! The booster ring preview card is coming soon!
- $5 For each Expansion Booster (approx. $4 USD). Shipping Included. Add the amount you want for all sets you want, and you will select these at the end of the campaign based on what sets have been unlocked. Each booster will have between 24 & 32 cards. Currently the following boosters are available: Loot of Legend, Witch vs Warrior, Biomancer vs Necromancer, and Adventuring Equipment. See the stretch goals below to see what expansions are comingt!
- $25 per Rubber Playmat, or $89 for a set of 4 (approx. $19 USD for 1, $68 for 4). Shipping included. You can use extra mats with dice or pencil & paper to play Wizard's WARdrobe with more than 4 players!
- $30 Limited Edition Chris Rallis Cover Art Poster (approx. $23 USD). Have a giant 28" x 22" version of this amazing piece of art in your home so you can admire the details like never before! These posters will be limited edition, and not available after this print run is done, so get yours now!
$30,000 = Additional card for promo set!
$40,000 = Quasi-Elemental Expansion Booster unlocked!
$??,??? = Material Upgrade!
$??,??? = Additional card for promo set!
$??,??? = Party time! Magician vs Clown Expansion Booster unlocked AND 1 FREE booster of your choice for each game you pledged for!
... what weird and wonderful wizards lie beyond the party?
Why not change your profile picture to one of these awesome Wizard's WARdrobe avatars?
We've factored in the Shipping, Packaging, & Handling fees into the base pledge level for US and Canada. We've subsidized shipping to elsewhere in the world for the same amount, and are using fulfillment companies to make sure you don't get hit with any surprise fees when your game arrives.
All the shipping details are included with each reward level.
Brad Finlayson - Owner of Game Point Game Systems and lead designer for Wizard's WARdrobe. This is Brad's second tabletop game, his first being Symetra: Visionary Strategy Game.
Chris Rallis - Prolific Magic: the Gathering illustrator who did the amazing cover art that captured the essence of the game beautifully. Chris also did the cover for our first game, Symetra, and both times he delivered exactly what we envisioned, only better.
Shane Dick - Savior pixel artist who stepped up and did a giant chunk of pixel art in a short amount of time! He developed his pixel art technique making digital game prototypes.
Adrian Walker - Owner and designer at Giant Monster Games. Awesome artist and painter who does Magic: the Gathering alters and deck videos. Honed his pixel art techniques in Minecraft.
Henrique Lazarini - Prolific pixel artist from Brazil. His huge sets of pixel art graphics and icons got Wizard's WARdrobe going.
Extended Game Point Players: No designer works alone, and we have an amazing team at Game Point. Playtesters, artists, designers, producers, video tech, and more! Here are some of the people that have had their hand in Wizard's WARdrobe one way or another:
- Ivana F. - Amazing Girlfriend, and best supporter
- Justin French - Co-designer and all around go-to guy
- Grant Finlayson - Day 1, #1 Wizard's WARdrobe fan and camera man extraordinaire
- Dani Wheatley - Playtester & promoter from the start
- Jason Wheatley - Intro animations for Wizard's WARdrobe & Symetra
- Will Hourigan - Game Point producer and playtester
- Darren Flebbe - Top playtest grinder
- Zachariah Goddard - Playtester at the ready
- Brian Silver: Game breaking playtester
- Marcus Reich: Playtester who's always ready to throw down
We at Game Point are passionate about all types of games. Especially ones of fantasy combat! Many of us met through playing Magic: the Gathering locally at tournaments organized by Brad.
So needless to say, we love wizard battling games. Another one of our favourites is Mage Wars. So you could say we are connoisseurs of magical dueling. With Wizard's WARdrobe, we really wanted to bring you a unique experience in this genre, and believe we have achieved this. So if you love these other games, you will probably love Wizard's WARdrobe too, but it won't compete with the game styles of those other games.
To learn more about our gaming group and story, check out Brad's blog post My Magical Life.
As a truly indie game developer, creating games with a small group of friends in our spare time, we look at Kickstarter as a way to, not only fund the production of the game, but also create community and get an abundance of feedback in order to refine the game before it's printed.
Everything you see here is a work in progress, and although Wizard's WARdrobe has been getting great feedback, and has already gone through many transformations, we know there is always room for improvement. So if you see anything please private message or comment on the campaign. Thank you!
The majority of funds we get from the Kickstarter are going towards producing and shipping the rewards and add-ons for the campaign. The remainder will be used to pay freelancers for work they did on good faith.
Risks and challenges
Our first project, Symetra, was produced and delivered to its backers. However, we had an issue where the printed copies of Symetra were held in the factory warehouse for many months due to a contract dispute between the Chinese factory and the American manufacturer. We had no recourse but to buy the contract out (paying funds we had already paid) in the end. To avoid this we now have direct communication with multiple reputed manufacturers, and are getting quotes of varying costs and qualities. We are determined to bring you the best product for the best price.
We are going with a combination of fulfillment companies to ensure optimal delivery prices and timing all over the world. Shipping to the US & Canada is included in the base pledge, with an extra nominal amount for elsewhere. Since we will be using fulfillment companies, you should not get hit with any surprise fees when the package arrives.Learn about accountability on Kickstarter
- (37 days)