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2017BGG rank #6,317
Epic Spell Wars of the Battle Wizards: Melee at Murdershroom Marsh
by Matt Hyra, Cory Jones · Cryptozoic Entertainment
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Players2–6
Time30m
ComplexityLight
Age15+
About the game
What is Epic Spell Wars of the Battle Wizards: Melee at Murdershroom Marsh?
Epic Spell Wars of the Battle Wizards: Melee at Murdershroom Marsh ratchets up the EPIC with several new innovations: Cantrips! Add extra effects to your spell by discarding some extra cards. More zing for the spell-flinging! Bad Trips! The colors, man ... the colors. If your spell has lots of different glyphs, a Bad Trip card resolves twice! Dual-Glyphed Deliveries! If you’ve ever had trouble matching your glyphs, relief is here! Everlasting! Most of the Treasures in ESWIII don’t go away when you die. Collect 'em all!
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Mechanics
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Questions to bring to BoardGameBrain
- How do setup and the first turn work in Epic Spell Wars of the Battle Wizards: Melee at Murdershroom Marsh?
- When does scoring happen and what ends the game?
- How should the table resolve an unusual timing or rules interaction?