Let's Play WONDERLANDS WAR (Part 1) | Board Game Club

No Rolls Barred2 minutes read

Players participate in a game of Wonderland's War at Draft Board Game Cafe with Adam from No Rolls Bard, controlling factions to battle for regions in Wonderland through Tea Party and War phases, utilizing special powers and strategic decisions to accumulate points and resources. The game involves battles, castle placements, card strengths, Madness tokens, strategic placements of resources, and special abilities, leading to strategic decisions and outcomes that result in players enjoying the game and gaining victory points and castles.

Insights

  • Players engage in a strategic gameplay experience in Wonderland's War, where factions battle for control of regions through Tea Party and War phases, utilizing unique powers and tokens to gain points and castles.
  • Key elements such as Madness tokens, special faction powers, and strategic decision-making, including doubling strength or returning chips, play crucial roles in shaping the outcome of battles and resource management, leading to an engaging and dynamic gameplay experience.

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Recent questions

  • What is Wonderland's War board game about?

    Wonderland's War is a board game where players control factions fighting for control of regions in Wonderland.

  • How many phases are in Wonderland's War game?

    Wonderland's War consists of three rounds, each divided into Tea Party and War phases.

  • What do players do during the Tea Party phase?

    During the Tea Party phase, players take cards for tokens and prepare for battles in Wonderland's War.

  • How do players determine battle strength in Wonderland's War?

    In Wonderland's War, players determine battle strength by drawing tokens from their bags during battles.

  • What special powers do factions have in Wonderland's War?

    Each faction in Wonderland's War has special powers that impact gameplay during the Tea Party phase, providing strategic advantages to players.

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Summary

00:00

"Wonderland's War: Factions Battle for Control"

  • Board Game Club hosted by Adam from No Rolls Bard at Draft Board Game Cafe
  • Playing Wonderland's War designed by Tim Eisner, Ben Eisner, and Ian Moss, published by Skybound Games
  • Players control factions fighting for control of regions in Wonderland
  • Game consists of three rounds, each divided into Tea Party and War phases
  • Tea Party phase involves taking cards for tokens and preparing for battles
  • War phase sees players fighting in regions by drawing tokens from their bags
  • Tokens from bags determine battle strength, with winners gaining points and potential castles
  • Madness tokens in bags lead to losing forces in battles
  • Game progresses through Tea Party, War, and final War phases to determine winner
  • Special powers for each faction impact gameplay during Tea Party phase

16:53

"Strategic Quests and Battles in Wonderland"

  • Start by grabbing another Quest and a card soldier for yourself
  • Obtain a supporter to place anywhere you desire
  • Gain a Rose of two Valleys for your bag and remove a Shard
  • Place three supporters in locations of your choice
  • Move to the Meadow and avoid giving Holly Four Points
  • Gain a Forge token and a sword to increase your Leader's strength
  • Introduce Tweedles into two regions, ensuring they are not alone
  • Move Alice to the roses and acquire two roses for your bag
  • Roll the dice to determine Shard distribution and place supporters strategically
  • Refresh the board, upgrade your abilities, and engage in battles to accumulate points

38:16

"Card Powers and Battles in Wonderland"

  • White Rabbit card allows for doubling strength points when two cards are in the active slot
  • Jabberwocky placed in the Red Keep for a fight
  • Cheshire Cat's power involves removing supporters and placing your own
  • Vanishing Army removes supporters from opponents
  • Mad Hat phase involves everyone going to war except the Mad Hatter
  • Infected tea with Madness results in additional Madness tokens
  • Battles involve calculating battle strength and pulling chips from the bag
  • Soldiers can return exhausted chips or double card strength
  • Winning battles earns victory points and castle placements
  • Forge actions allow for various benefits like strengthening leaders or gaining supporters

57:04

Strategic gameplay and resource management in game

  • Players are happy with their outcomes in the game, with one player gaining a castle and two victory points.
  • A player's Duchess character remains in play, providing support throughout the game.
  • Betting on characters in the game leads to gains and losses for players.
  • Players make strategic decisions based on the characters and resources available to them.
  • Players can block Madness pulls with their Shield tokens.
  • Players make choices between doubling strength or returning chips to the supply.
  • The game involves battles and strategic decisions to gain points and resources.
  • Players refresh their resources and prepare for the next phase of the game.
  • Tea party cards provide players with upgrades and strategic advantages.
  • Players strategically place their resources and make decisions to enhance their gameplay.

01:17:16

Strategic Game Elements and Power-Ups

  • Amulet of The Duchess: When played, choose one opponent in the region to return one Madness chip to their bag.
  • March Hare: Allows the player to move to a specific location on the board.
  • Poison Placement: Player strategically places poison on the board before rolling the dice.
  • Forge Token: Obtained by selecting a specific card, allowing the player to upgrade their leader's strength and place supporters.
  • Castle Acquisition: Player gains a castle card and strategically places it in Wit's End for maximum points.
  • Crown of the Knave: Chips with this crown are collected, affecting opponents' future draws with zero strength.
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