A Few First Impressions [Incantris]
I had the pleasure of being able to play Incantris, and I wanted to talk a little bit about my first impressions of the game.
First of all, let’s talk about component quality. This game is seriously eye-catching and the art and colours fit perfectly with the theme. As I say time and time again, theme is pretty low down on my list of priorities when it comes to games however if I am going to play a game about WIZARDS and MAGIC, the look and feel of the game must reflect that and it certainly does.
Essentially, Incantris is an arena battle between Wizards and it’s wonderful. It’s light, fun, and I thoroughly enjoyed it despite it being something slightly different from my usual kind of game.
I’ve only played this once, so these are genuinely my first impressions but I’m excited to get it to the table again. It’s the kind of game that I can imagine taking to a friend’s house, the kind of friend that may not usually play games and being able to easily convince people to play. It’s attractive, lighthearted, enjoyable dice rolling game that I can see going down well with any crowd.
Incantris is a game of magical combat set in the Kingdom of Aldramere. Each player controls a team of three wizards, each with their own unique spells and abilities. Rain down fiery meteors with the Sorceress, call upon the bear spirit to unleash destruction with the Shaman, strike from afar with the Shadow Weaver, or pummel foes with the Druid’s tempest.
Decide how best to use these abilities to defeat the other players and become the champion of Aldramere.
Incantris is played in a series of rounds. and spell casting. Each round is made up of turns played sequentially around the table.
On a turn, a player may activate only one of his or her wizards. The player selects a wizard to activate and flips the corresponding turn token over to indicate that wizard has been activated this round.
The active wizard may move and cast a spell or cast a spell and then move. Some wizards have magical abilities that may be used in lieu of casting a spell. Movement may not be “split” before and after spell casting. (Note: The Shadow Weaver’s Shadow Dance magical ability is an exception to this rule.)
A wizard may only cast a single spell per turn. If a player has wizards remaining he or she must activate one on his or her turn, but movement, spell casting, and use of magical abilities are always optional.
When the player has completed movement, spell casting, or using magical abilities with the active wizard, play passes to the player on the left. That player chooses a wizard to activate using the same procedure. Play proceeds around the table in this way until every player has activated each wizard he or she has in the arena.
A player may only activate one wizard per turn, and wizards may only be activated once per round.
Once all wizards in the arena have been activated, a round is complete. The turn tokens are flipped back to the portrait side, and the sequence begins again.
Importantly, as the game progresses and wizards are killed, players must skip turns at the end of the round if they have fewer living wizards than the other players. Turn tokens are not flipped back over until every living wizard in the arena has been activated, not just the player’s own.
My final thoughts on this beautiful game are simple and positive.I am full of compliments when it comes to Incantris and full of excitement to play again.The gameplay is very simple, which does make me wonder how much replayability this game will have but for now, I am enjoying it and looking forward to playing it more often.A successful Kickstarter and it’s obvious to see why, it’s a game worth checking out for sure.