We’re big fans of a good tactical adventure. There’s something about turn-based strategy games that tickles the nostalgia bone, and when they get the formula right, they still manage to feel fresh. Most tactics games stick to some core rules, yet they mix in enough unique mechanics to keep things interesting. Today, we’re diving into something that could loosely be compared to chess. Well, not exactly chess, as it turns out, but I’ll get to that in a bit. I’ve been giving WizardChess a whirl, and while I’ve found plenty to enjoy, there are some puzzling aspects that I’ll delve into, starting with its name.
Calling WizardChess “chess” is a stretch. The units move and attack in a manner reminiscent of chess pieces, but that’s where the similarities end. Mechanically, it’s a different beast. WizardChess is indeed a strategy game, but its flow and ruleset diverge so much from chess that it stands on its own. This isn’t necessarily a drawback, but if you approach it with a certain expectation, you might find yourself puzzled or even a tad frustrated.
In WizardChess, you’re thrown into a dungeon, facing a series of encounters culminating in a tutorial boss fight over several rounds. Fair warning: the tutorial drags on, but it’s essential if you hope to wrap your head around the game’s complex rules. The game offers various unlockable units, and figuring out their strengths and how they fit into your strategy is essential for success. What frustrated me, though, was the lack of a save feature in the tutorial. If you exit, your progress is lost, which forced me to abandon a run halfway through. This led me to explore another mode, Arcade, without fully grasping the game’s mechanics—a decision that seemed less wise as the game’s dynamics shifted considerably.
Playing the tutorial gives you a laid-back, turn-based experience. You’ll deploy units from your hand of cards, with ample time to plan their moves. Moving just one character per round keeps things simple, but it complicates positioning strategies when enemy units are on the move too. Some units boast special abilities that consume movement points, adding an interesting layer of decision-making. While the learning curve is steep, once I got into the groove, I really enjoyed the pacing—until I had to restart, that is.
Arcade Mode is a whole different ball game. You start with predetermined units already on the board and race against the clock to defeat as many enemies as possible before a boss shows up. Between rounds, you can shop for new cards or upgrade the stats of existing ones, but currency is tight, so progression feels slow. This creates pressure to clear levels quickly, which upends traditional strategic play and mixes up the game’s most engaging elements. Although you can’t complete too many rounds in one go, good shop decisions are crucial for any hope of success.
The shop in WizardChess introduces an interesting twist. It’s not just about buying new units; you can opt to boost the attack and defense of your current roster. At first, though, it’s wise to focus on expanding your team. Your units are also upgradable with elements, which tweak their abilities and behaviors—fire makes them aggressive, while water makes them defensive, adding an intriguing strategic depth by letting you partially influence unit actions.
I can’t claim victory over any Arcade Mode bosses yet. Every encounter left me feeling underprepared. While your hero provides support, they can’t attack, and losing all your units makes you an easy target. Given that Arcade Mode seems like the main attraction in WizardChess, the frustrations can mount quickly.
WizardChess seems to cry out for a campaign mode. The tutorial introduces our main character and some companions, but since it’s a run rather than a continuous story, there’s no space for narrative development. This is disappointing because the writing shines where it exists. The game feels suited to short play sessions—it’s all about seeing how far you can push in one go, not long-term progression. While addictive, it’s the kind of game that’s best enjoyed in short bursts, and it may not hold up for prolonged play.
Control-wise, WizardChess functions well enough. With a point-and-click setup, there’s little room for confusion. Like in chess, units have their own movement patterns—straight, diagonal, or multiple directions. But translating this to real-time play feels awkward, especially when terrain impedes movement. Given the game’s time constraints, this can feel counterintuitive, slowing down what needs to be a fast-paced experience.
In summary, WizardChess is a bit of a mixed bag. Maybe more playtime is needed to fully wrap my head around it, and not completing the tutorial might have left me at a disadvantage. If any criticism seems off, I apologize. For now, it seems full of promising ideas that aren’t quite syncing. If it were a turn-based dungeon crawler incorporating elements of chess, or purely a real-time strategy facing a clock, it might gel better. Trying to meld these gameplay styles, interesting as it is, seems to create more friction than necessary, at least for me.
I see where WizardChess aims to take us, and I admire the developers’ ambition. Whether it all fits comfortably is another matter. This is the kind of game that might strike a chord with some players—and for those, it’ll be a blast. As for me, something about its mechanics feels a bit off, leading me to seek my tactical thrills elsewhere.
### Review Summary
WizardChess shines with creativity and ambition but struggles with identity. With a score of 6.2/10, its charming premise hosts engaging ideas that don’t fully harmonize. The game could carve out a niche among devoted fans, but for the typical strategy enthusiast, its long-term draw might be limited.