Note: More information on Stretch Goal content can be found in the How to Play section.
Wizard Thieves is a fast paced pile grabbing game of unruly magic and treasure-snatchery! Players assume the role of Wizards (who are also Thieves) that have decided to wager their Loot in a contest of mental and physical agility.
The object of the game is to either claim all of the Loot cards available in game, or to hang onto as many as you can until all of your opponents have been eliminated by The Curse. When you are the last remaining player holding Loot, you win!
Use Magic Items to meddle with your rivals, and win Treasure Challenges and Grab Challenges to gain more Loot!
Even Playing Field
While most speed games start players off with a random distribution of cards, each player in Wizard Thieves starts with more or less the same set. This eliminates the potential for one player to start the game with "all the good cards," and win by pure luck.
Magic Items - A Tighter Speed Game
Speed games are meant to be fast, but sometimes they go on forever and get boring. For Wizard Thieves, I solved that by adding Magic Item cards. They keep the game dynamic, and some of them deplete the total supply of cards in the game, so Wizard Thieves will rarely go on for longer than 15 minutes.
Upping The Ante
One of the things I wanted to do with Wizard Thieves is raise the stakes, so relative to other speed games, I've incorporated a higher cost for pile-slapping when the time isn't right:
The price is steep! So the motivation to avoid mis-slapping is strong, and elimination is infrequent. There are also variant rules for those who want to play Wizard Thieves without elimination at all.
While the core of this game has been made to start each player off with a totally equal chance at winning, I did want to give you guys some things you can use optionally to throw some asymmetry into the mix. I've done this by creating the Wily Witch and Grabby Goblin expansions - each one adding a new player and a new play style to the game.
Note: Tabletop Sim version is online-only, so you will need friends to join your server in order to play! Watch the TTS How to Play HERE.
Already familiar with the game? Check out this 2-player Master's Duel between two of the most experienced Wizard Thieves currently in existence! This one's not instructional, so it'll help to know the basics before watching.
Your Support Matters
I've put a ton of love and attention into this project, and I've had some wonderful people help me along the way, but Wizard Thieves can go no further without your support. As an independent creator, I need your help to bring this game to the table. I'm extremely grateful for every backer I get, and the more backers I get, the more I'll add to the game!
Only Available on Kickstarter
This may very well be your only chance to pick up a copy of Wizard Thieves! I will likely only do one print run of the game, so after this you won't likely see Wizard Thieves for sale anywhere else.
Free Worldwide Shipping
In order to offer free shipping on all copies of Wizard Thieves, I will be having the games air mailed directly from my manufacturer in Taiwan. This is the cheapest, fastest, and clear-of-Donald-Trump-est way for me to get the game to as many people as possible.
This does mean that packages will not be shipped from within each region. However, because the value of the shipment is low and the package small, my manufacturer has assured me they can ship it all over the world without additional customs/VAT charges being incurred. For more information on shipping please see the FAQ.
One of the things I wanted to do for this project was minimize the wait time for you all, and I've taken specific steps towards that. The art for the project is 99% done, and I've already sent trial files (intentional rhyme) over to my manufacturer to get proofing completed. My hope is to have you your copy(s) of Wizard Thieves even sooner than October 2019.
You Get Everything
To keep it nice and simple, I decided to make only a single version of the game. THE version. The "Deluxe Kickstarter Version," so to speak. The one big (but still pretty small) version with all the cool stuff I could possibly get in there. You get that version, no matter what.
I got you covered! After consulting with the Association of Colourblind Gamers about my card designs, and even running tests on a black and white copy of the game (watch one here), I've made absolutely certain it's easy to distinguish all the different Loot cards at a moment's glance. Being colorblind will put you at no disadvantage in Wizard Thieves.
Most of Wizard Thieves' cards are totally wordless, so the game is pretty accessible to non-English-speaking players. Only the four Magic Items bear any English words, and only a single word on each. These prompts are just there to make it a bit easier to remember the Magic Items' effects when learning the game. As long as you have one person to read the rules in English and relay them, everyone else will be able to play regardless of language.
Once upon a time, in the distant age of 2015, two young gentlemen decided to travel to a land far from home - a land called Europe. "To adventure!" proclaimed the one man. "Uuh... sure, why not!" complied the other. And very soon they were on their way.
Knowing that traveling abroad would entail many hours of downtime while waiting for planes, trains, buses, and in the notoriously long line at the Vatican Museum, these clever two decided to arm themselves with the entertaining power of tabletop games. And while a number of different games were played during their travels, one stood out from the pack, for its simplicity, its competitiveness, and its ability to excite.
That game was Egyptian Rat Screw, and those gentlemen were Jeremy Rozenhart (myself) and Bryn Beaudry:
Now, for most of this trip Bryn was much better than I at Egyptian Rat Screw (ERS), as he had the advantage of growing up playing it. His hand was simply faster than mine. But the challenge kept me coming back, and once I got past the seemingly endless butt-kickings, I enjoyed the game even more so!
Two years later, while traveling again with another friend in Croatia, I took it upon myself to "pass the tradition on," so to speak - to teach ERS to someone else, and play it with them a bunch until they could whoop me at it. This time, we actually played it mostly on the beach, which goes to show how versatile the game is:
By the end of this trip I had probably played ERS more times than any other game, and as someone with an interest in game design that automatically means I had picked out all the things I liked about it, and all the things I didn't. Over the next couple of weeks I found myself reconceptualizing the game in my head, and eventually decided I wanted to actually see what that game was like, so I made a prototype.
Wizard Thieves was originally something I wanted just to play with my friends who I'd played ERS with all those times. I wasn't sure if I'd ever actually try to make a marketable version of the game. But I had so much fun doing all the design work that it just kept getting more and more refined, so now here it is!
The time I've spent playing Wizard Thieves with my friends has been invaluable to me. In my mind, it's like a tribute I've made to great little games like ERS that get passed on from friend to friend, or generation to generation. I hope you get chance to play it, and if you do I hope you teach it to someone close to you, the way so many games like it have been taught to me.
With the utmost sorcery,
Risks and challenges
As a first time creator, I understand that you're putting a lot of faith in my ability to deliver. I want to assure you all that I've done my homework putting this project together, and that I will to continue to work my hardest to make this game and Kickstarter experience all they can be!
There is always a chance that unforeseen hiccups might occur during a project, but I am working with my manufacturer/shipper to ensure that you get your copy of Wizard Thieves at the best possible price, and in as timely a manner as possible. I've already submitted most of my files for proofing, and I expect to be able to make any final color adjustments not long after the campaign ends. What that means is that manufacturing for the game should begin very soon! The October delivery date I've stated is deliberately conservative, and if all goes well there's even a chance you'll all have your games as early as mid-September.
Acknowledgement: Some banner images on this page have been produced using assets from Freepik.com.Learn about accountability on Kickstarter
- (23 days)