SpiritWars®

A Little History

SpiritWars premiered in 1998 on WON.net, Sierra's now defunct online game service, and when WON was purchased by the Flipside network and was merged into their casual game service, Randy Chase, the developer, decided to keep it going, running it himself. The game's enthusiastic fans followed him off the service, and have kept it going ever since. Now in version 3.0, it's been iterartively developed over the years until it now contains a veritable wealth of different 'spirits' and maps, and has become a highly polished, smooth-playing game. This is, of course, one of the advantages of this kind of online game; it gets better with age and polish.

What's It Like?

If you took a trading card game (TCG) like Magic: The Gathering, added some board wargame mechanics, and threw in an online player-matching server, you'd have something very much like SpiritWars.

As in Magic, you have a 'hand' of spells you can cast, with your hand replenished one card per turn. Some of the spells create power sources (think Magic lands), of differing colors; others create defenders who do not move, but can be used to block attacks of enemies nearby on more vulnerable creatures (think walls). Still others are units that can move and attack--think creatures.

Rather than having a line of cards facing your opponent, however, the game is played on a hex grid. There's fog of war, so initially you don't know where your opponent is, but somewhere out there is his castle--and to win, you must destroy it. Getting out some fast creatures to scout is a good idea.

Some creatures have special abilities, like the power to heal; and someof your spells also have particular effects (think instants and continuing spells). And, of course, terrain comes into play; each creature (and power source) is more effective in the terrain linked to its "color."

The net effect is to sustain the obsessive metagame of "deck construction," in which you're always trying to find the mix of spells that allows you to implement an interesting strategy (in this game it's "dungeon construction"), while adding an element of planning and strategy through the boardgame elements that's lacking in pure TCGs.

The interface is clean, but not perfectly transparent--remember that right-clicking almost anything will provide information about a unit, and you'll be better off. Expect to be confused the first time you play, and don't worry too much about it; a single game will probably suffice to get the hang of things.

In free-play mode, you have access to about 200 different spirits (cards), and the ability to customize your dungeon (deck). As a paying member, you have access to more like 600, and hundreds of different maps--and gain new spirits with each victory (and lose some with each loss). And there's a large enough community that you can pretty much rely on finding an opponent when you go online.

Business Model

You can play forever for free, if you wish, but it's likely that, if you find the game appealing, you'll want to subscribe in order to get access to more varied spirits and maps, and to compete in a meaningful way with other members of the SpiritWars community. (Who are friendly and pretty adult, by the way--none of your Xbox Live foul-mouthed teenies here, these are serious strategy gamers.) Membership deals range from $25/3 months to $65/a year. But you're never obliged to pay, if you don't wish to.

If you choose to sign up for the paid version, well, we don't retail that directly; once you've downloaded the demo and given it a try, just go to here and sign up.

The Developer Says

SpiritWars represents a new generation in the long rich tradition of board gaming. While the game was designed to offer a new experience in on-line entertainment, the roots of SpiritWars lie not in the computer world but instead in the traditional genre of table-top board games.

If you've ever enjoyed classic strategy games like Chess, Risk® or Stratego®, you will find a variety of design concepts in SpiritWars that are comfortably familiar and will will help you quickly learn the game.

Over 500,000 games played... (and counting)

Unlike most current computer games, SpiritWars doesn't offer any flashy 3D animations or complex worlds depicted in graphic detail. And if you are looking for dazzling explosions and real-time combat action, you will be disappointed. What SpiritWars does deliver, however, is an engaging and challenging playing experience that provides a unique opportunity to out think and out play your opponent.

The fundamental concepts are easy to learn. Don't be intimidated by the talk of strategic complexity and infinite variety of playing options. The essence of the game is as simple and time-proven as Chess. To win, you must destroy your opponent's castle before he destroys yours. You place pieces on the map (or game board), you move them, and you attack your opponent.

Your first game may seem confusing. By the end of your second game, you'll find yourself thinking more about strategy and tactics than the mechanics of play. Once you've finished your third game, you'll find yourself offering advice to newcomers looking for help.

At the same time, if you are an experienced game player looking for the ultimate playing challenge, don't be deceived by the simple look of the game or the talk about how easy it is to learn. The reality is that behind the simple mechanics of SpiritWars lurks one of the most versatile strategic challenges you will ever encounter. With over 400 playing pieces available, a playing field randomly drawn from over 600 hand-crafted maps (or game boards), and human opponents with the freedom to develop unique playing styles and strategies, you never know what you will encounter in any given game. Whatever ideal strategy you may develop, be assured that someone awaits with a perfect counter to your perfect dungeon.

One of our goals in the development of SpiritWars was to provide a striking alternative to the trends currently dominating on-line gaming. If you prefer games in which fast-paced action and your ability to react reflexively determines success, this probably isn't the game for you. SpiritWars requires you to out think your opponent. Modem speed and eye-hand coordination will gain you nothing on this battlefield. In any given game, luck and the fickle whim of the Gods may play a role. In the long run, however, your ability to out think and out maneuver your opponent are the only path to success.

Our choice of classic literature, traditional mythology and fine art was a deliberate move to set SpiritWars apart from the standard on-line gaming options. From the design of the game board to the art work and literary quotes that create the atmosphere of the playing world, we are confident that SpiritWars is unlike anything you have ever played on-line.

For those of you who have been searching for a real gaming challenge that will stimulate your intellect rather than your reflexes, we think you will find SpiritWars to be a refreshing change of pace. Join us on-line and see how you measure up in the competitive halls of Valhalla, where victory is sweet, but the quality of competition and the playing experience is a reward unto itself.

Links to several reviews here

Voice of the Masses

SpiritWars

Free Tournaments This Week... (August 28th)

RandyChase
minipost Posted: Submitted by RandyChase on Mon, 2006-08-28 00:04.
RandyChase's picture
Posts: 13
Newbie

For those of you unfamiliar with SpiritWars, we'd like to invite you to join us one of the free tournaments. We have at least three tournaments a week, and they are a great way to get to know the folks in our friendly online community - and they offer one of the most challenging - and thoughtful - strategic challenges you'll find online. (It's a great chance to see more of the game than is normally seen in the free version - and get a peak at why our players have logged over 500,000 games over the years.)

The tournaments start at 6PM Pacific (left coast) time - and take place in the tournament room in the free version of SpiritWars. We have dozens of rule sets - so each tournament has a different flavor and playing style - and showcases a different combination of the 500+ playing pieces in the game.

This link provides a sampling of the various rules sets currently available:
http://data.spiritwars.com/tournaments/tournament_rule_sets.htm#16

Monday Night (Aug. 28) - Sorcerer's Showdown (always a popular rule set)

Spell casters have the spotlight in this wild tourney definition. No limits on dungeon size or definition, other than the normal minimum size requirement of 30 spirits. A huge population of 351 spirits include a dazzling array of spell casters and this format always results in some of the most varied playing strategies. Experience using the diverse range of magical spirits included in the member version give experienced players a slight advantage. Some key spirits include: Ballista, Priest of Mars, Vestal Priestess, Cupid's Arrow, Charax Sorceress, Drylands Shaman, Amazon Priestess, Elven Sorceress, Sylvan Druid, Atlantis Shaman, Siren, Saxon Armorer, Rampaging Colossus, Dark Apprentice, Crimson Wizard, Dark Adept, Acid Rain, Priest of Vulcan, Mechanics Guildhall, Earthquake, and Dismantle.

Thursday Night (Aug. 31) - The Dark Assassin,

This Darklands tournament gives everyone a chance to play with one of the rarest spirits in the game, the feared Armasi Assassin. Players must use a 30 spirit all-black dungeon, and have 50 spirits to choose from. Key playing pieces include: Dark Apprentice, Armasi Assassin, Pale Riders (3), Werewolf, Dark Scholar, Armasi Archers (2), Crimson Wizard, Dark Adept, Dark Curse, Acid Rain, Grim Reaper, Bitter Moon (3), Nightmare, Sloth, Gluttony, Avarice, Hydra, Dark Brigade, Shadow Blades.

 
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