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Wizardz Bluff, Game Review


Times may be dark as the Great Lord of Wizards ages. Younger wizards gathering at his call enter the grounds to find out who is worthy of learning his secrets. A wizards’ duel is about to begin. A match of skill and daring to determine which one stands out from the rest. This duel is a clever task of decide which creature to transform into from the limited set you have—it is the same set as your opponents.

Wizardz Bluff from Crooker Tower Games (Facebook) is a family friendly game of planning how to play your hand during a series of matches and includes an element of betting on what card wins. Two friends and I had the opportunity of playing Wizardz Bluff at SaltCon (website and Facebook page) 2018. The game is in the final stages of preparation for launching on a Kickstarter campaign near the time this article is published.

Gameplay

Each player of Wizardz Bluff has the same cards to start their hand. Along with the cards, everyone randomly draws gems to use for betting on the cards played. A game last for three rounds consisting of twelve matches, or less.

A match starts with everyone choosing one of their cards to play face down in front of them. A bet with one of your gems accompanies your selection. This is where the bluffing comes in. Everyone starts with the same set of twelve cards to choose from, the Alchemist and numbered cards ranging from 2–12. There are four cards related to the elements corresponding to the color of the gems used for betting. The choice of your card is the strategy for the match, and once it is used it goes into your discard pile and cannot be used again this round. You can change your card and gem until everyone has one down. Then the headmaster calls to turn over the cards.

Wizardz Bluff at SaltCon
High card wins the match. Your strategy for the round is to decide when to play your high cards versus your lower cards. Do you start out strong in the round, or wait until later? If there is a tie in the match, those players decide to either split the pot or continue dueling. This can lead to a player not lasting until the end of the round if they run out of cards early.

Once it is determined which card won the match, you check to see if that was one of the cards associated with an element. When your bet matches the element winning the match you collect an element card used for scoring later. The winner of the hand collects the gems bet (or they are split). Running out of gems is also a concern when deciding your playing strategy.

You can also choose to play your Alchemist. This takes you out of competing to win the hand (your bet is still out there) and allows you to go shopping at the Alchemist’s Shop. These are cards to use later in the game to alter the outcome of matches.

After each round scoring takes place. Everyone picks up their cards for the next round (if you still have an item from the Alchemist’s Shop, it’s still an option to be used). And, a new set of gem stones are randomly drawn. After round three, high score is the new head wizard.

During our game of Wizardz Bluff table talking was encouraged. You can tell other players which card you have in front of you, or bluff. Another strategy I saw being used was bluffing with/on the bet. One color would be placed out until right before it was determined everyone was ready, then a player would change their bet to a different color.

We enjoyed our game. For me this would be for those times when we had younger players at the table.

Artwork

Player scoring card
The art of Wizardz Bluff was done by Travis Hanson and Ron Smith. It is not dark in its appearance and appropriate for the age (8+) the game is designed for.

Overall

During SaltCon there were younger players returning to play Wizardz Bluff again. The game is easy to learn. And, once learned, it is a game younger players could play without the help of adults.

Wizardz Bluff is designed by Jayson Smith and Ron Smith and is being produced by Crooked Tower Games for 2–5 players of ages 8+, and to last for 45–60 minutes.

I wrote down both Jayson and Ron’s names and I don’t remember which one we gamed with, but he mentioned it can also easily be adapted for players younger than 8.

Powers are drained as the contestants finish their last casting. It was a challenge of planning your own transformations and determining what you would be facing from the others in the arena. The sly use of the potion and the connections to the elements paid off. You take off your hat and stride with confidence up to the Great Lord to collect your honors.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

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