Disney Sorcerer’s Arena has moved from the mobile world to the tabletop world courtesy of The Op, and the new game is called Disney’s Sorcerer’s Arena: Epic Alliance. It’s inspired by the original game in that it has two teams of Disney characters, pulled from the expanded movie catalog, facing each other in turn-based combat. The menu is where the real strength of the game lies, with the feel-good but also authentic abilities of the characters, all built on a compelling team-based foundation, and no Disney fan will want to miss out on all the fun.
Warlock Wizard: Epic Alliances brings two to four players together to battle for victory points, and whoever reaches the cum goal first wins with their determined team. The end goal is straightforward and transforms into a similar streamlined method. Turns and turns are divided alternately into three phases, but fortunately these phases keep moving quickly without sacrificing any kind of complexity. Even the game tutorial is divided into four chapters that allow you to start a game with multiple levels of complexity to help speed up the start of the game.
The core of epic alliances is their characters. Each comes with its own base factors, such as health, movement, attack, and hand limit, but they also have at least one special ability that is completely unique to them, as well as the chance to upgrade them to gain another special ability that can be game-changing if applied in the right circumstances. All of these abilities seem natural to them and range in complexity and usefulness, and each character lends itself to an overall gameplay that is fun to learn and experiment with as you learn the ins and outs of the game.
The core collection roster is solid right out of the box, mixing iconic heroes and villains with gameplay-changing fan favorites including the likes of Maleficent, Ariel, Aladdin, Sully, Sorcerer’s Apprentice Mickey, Demona, Dr. Facilier and Gaston. Sully, Gaston and Demona are all powerful but offer different ways, Gaston hits hard but also has cards that move opponents to other places, while Demona is an offensive powerhouse that can hit nearby opponents with attacks and can use her victories to fly to other spaces on the board.
Mickey’s attacks and abilities can be enhanced with the help of Magic Broom, which you can build over time, while Dr. . Ariel has a powerful combination of range and engagement but also has the ability to clear status effects and heal health, while Maleficent specializes in range and attacks that offer her benefits as well. Finally, you have Aladdin, who is all about speed and combos, his multiple cards allow you to attack and move with the same card, or if not, he can attack someone and leave a status effect.
Changing things up even more is that your hand with the cards during the round will apply to all the characters you chose, so if you have a team of three, your hand will be used for all three characters, and your choices will depend on the cards you choose. from your deck. You can only play cards on a turn that matches the character you play in that role, so if you draw only one Sully card for example (which you’ve done multiple times in a row in one game), your options are somewhat limited. You can use your basic attack and move on your character card, so you can still do stuff, but you’ll have to adapt to whatever options your hand currently offers. Also, this really means that you need to switch for a while before your first game, or else you’ll get 5 Ariel cards in a row and one for everyone else like you did. Don’t repeat my mistakes!
All of this makes for an ever-evolving experience in each game, and I’ve enjoyed experimenting with different combinations of characters to find the ultimate Disney team. Everyone will likely find a combination that works best for them, and my personal preference was Demona, Maleficent and Aladdin, which are nicely represented on the board with stylish mounts attached to a base with their health and character-specific design.
Now, the game isn’t perfect for you, with two items that rise to the surface more than others. On those wings, they’re great, and it’s great that the team’s colors, health and character are all represented in the same place. However, a few standers didn’t have a solid fit in their bases after only a game or two, and since you need to raise the colored ring to adjust their health, this resulted in standers falling from their bases frequently. Than expected, adding some lightness to the overall experience.
The other major issue is in status effects. The game explains what each case effect does on the back of the rulebook, so what they actually do is pretty straightforward. However, aside from one or two influences, they don’t seem to change the gameplay that you often haven’t been able to stack in a major way during a certain turn. It may be purposeful, but for the most part, they don’t really get into the game much, which is unfortunate because many characters tend to them as part of their overall ability package.
Sorcerer’s Wizard: Epic Alliances has more characters on the way and will only continue to add new abilities and new tokens to the already impressive foundation, but even considering the core set, the Epic Alliance has a lot to offer any fan of its team-based gameplay. Disney fans will adore the lineup of their favorite players and how authentic they feel about the characters they love, and there is enough strategy to keep experienced players engaged without alienating new players from the genre. Disney magic is plentiful in The Wizard of the Ring: Epic alliances and the future is already bright. – Matthew Aguilar
Rating: 4 out of 5
Posted by: The Op
Designed by: Shaun Fletcher
Disney Sorcerer’s Arena: Epic Alliance is now available online and in your local play store.
Review copy provided by The Op