If you are reading this it's almost certain you are familiar with the phrase "11 dimensional chess". Obviously no such game exists on Earth. But one game comes close to living up to the concept implied in that saying. That game is Wiz-War.
Picture a stone labyrinth with no exits and with a weird Escher-like geometry. One in which walls and passages warp back upon themselves. Go far enough north and you find yourself back in the south. And inside this maze are several wizards, trapped with one hope for escape: victory. It's a no-holds-barred cage match to the death - with trolls, teleport spells, lightning bolts ... and The Thumb Of God.
Wiz-War is the brainchild of the small independent game designer, Tom Jolly. It appeared more than 25 years ago. It boasts of a cult following to this day. Old printings of the game are considered irreplaceable treasures.
(In writing this diary I learned a brand-new edition of this game is finally available. It is something fans of this game waited nearly 15 years too see. I understand this version has some rule changes and has much better production qualities. This diary however, is based on the original version plus its expansions.)
The basic rules are easy. A new player can be brought up to speed in the time it takes to set up the game. But full strategic mastery can only be approached. It can never be reached. No one strategy dominates all others, and fortunes can turn on a dime. Wiz-War rates a full five Yogi Berras. Nothing is ever over until it's really over.
Yogi Berra is a great spokesman for Wiz-War for other reasons too. Like Yogi, Wiz-War often contradicts itself and appears a bit crazy to onlookers. Both are fun to be around and both draw big laughs. And like Yogi, once you get past the popularity and the fun, behind it all is All-Star quality.
Travel through the orange permawarp to find the treasure.