Wiz-War: Malefic Curses

Fantasy Flight Games, Giochi Uniti, Heidelberger Spieleverlag · Board game · 2014
9.2 Ludopedia 7.9 BGG 2–5 · best 4 120 min Weight 2.3/5
Buy
9.2 rating Ludopedia
7.9 rating BGG

What do you want to do now

Ask questions about the game

Ask anything about Wiz-War: Malefic Curses: rules, setup, components, complexity, price, or whether it fits your group.

New conversation 0/1200
Example questions
Learn to play Step by step, manual and videos
Our Verdict
HIGHLY RECOMMENDED

If you love wizard duels and strategic depth, this expansion will hook you.

Highlights
  • Strategic gameplay
  • High-quality components
  • Expands the base game
  • Innovative mechanics
  • Engaging theme
Keep in mind
  • Longer playtime
  • Learning curve
  • Attention to detail required
  • Not beginner-friendly
Learn How to Play Step by Step Check out our complete step-by-step rules guide.
Access Rules Guide

About the game

What you do in a play session

Malefic Curses is the first expansion for Wiz‑War, adding a fifth player to the wizard arena and expanding the board with a new sector and portals that link the game spaces. It also introduces three new schools of magic – Hexcraft, Necromancy, and Chaos – each with its own set of cards and abilities that can swing the tide of battle. In Hexcraft, wizards can carve runes into the maze paths; those runes act as traps that hold opponents who step on them. Necromancy brings death‑tactics, letting players summon undead creatures and deal direct damage to foes. Chaos offers powers that grow stronger as the game progresses, but remain unpredictable, forcing players to adapt quickly to changing conditions.

The game still uses Wiz‑War’s classic grid‑movement system, where each turn players move their pieces one square at a time, but the new board sector adds more routing options. Player elimination remains the win condition, yet the new magic schools add a wealth of strategy: a wizard might opt for Necromancy to eliminate opponents swiftly, while another may lean on Hexcraft to control the flow of play. Variable player powers also expand, as each school offers unique abilities that players can combine into devastating combos.

The expansion comes with portal tiles, magic‑school cards, rune tokens, life markers, six‑sided dice, and position markers. Playtime stays around 120 minutes, though it can stretch if players explore all rune and combo possibilities. The learning curve is moderate to high, requiring attention to rune details and the interplay between the different magic schools. In short, Malefic Curses delivers a deeper, more tactical experience for those who already know Wiz‑War and want to test new wizard tactics.

Rules manual

Official PDF file

Rules manual — Wiz-War: Malefic Curses Portuguese · PDF
Download Manual

Best player count

BGG community vote

2–5 players
2 REC
3 REC
4 BEST
5 BEST

Where to Buy

Prices monitored daily

Finding best prices...

As an Amazon Associate I earn from qualifying purchases. Prices and availability subject to change.

Game details

Mechanics, categories, families and credits

Families

Players: Expansions Changing Player Count Theme: Wizards
Publisher Fantasy Flight Games, Giochi Uniti, Heidelberger Spieleverlag, Stratelibri, Wargames Club Publishing
Designer Jay Little

Community

Data from BoardGameGeek

1,917owners
237wishlist
105want to play

Frequently Asked Questions

Quick answers before you buy

6 questions
How many players can play with the expansion?
2-5 players, as the expansion adds a fifth player and adapts the board.
How long does a game last?
About 120 minutes, similar to the base game, but can be longer depending on experience.
What are the main components?
Modular board, portal tiles, magic‑school cards, rune tokens, life markers, dice, and position markers.
What is the difficulty level?
Moderate to high; requires planning and attention to movements and runes.
Who is this recommended for?
Players who enjoy strategy, player elimination, and wizard themes, with prior experience in strategic board games.
Does the expansion work without the base game?
No, it requires the original Wiz‑War; the expansion complements and expands the rules.