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Master of Wills box art

Master of Wills

Game ID: GID0203794
Game Info
Year
2017
Collection
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Description

It is the distant future. The world has become a dangerous place where the balance of power rests between opposing forces known as Factions. These groups manipulate and influence the citizens of the Community in an effort to join their side and vanquish the opposition.

Each Faction uses movement and control to turn the tide against their opposition. By expanding influence over the Community, power can be acquired. Choose a side and become the Master of Wills.

Master of Wills can be played one-versus-one or two-versus-two. It’s all about moving the cards—you want to move as many points to your side of the board as possible while your opponent is trying to do the same for their side. Community cards are each assigned a value, and each card is represented by a character from one of the eight sectors of the Community. Moving those cards can trigger the basic movement of other cards on the board.

The cards move from a neutral area in the middle of the board toward your side or the opponent’s side through three rows. Each row represents how close the character is to joining your Faction. The rows are called Recruits, Loyalists, and Allies. Each row represents how loyal the character is to your side. If they reach your Allies, those points are locked in.

When the game begins, each player will choose a Faction and build a deck of Faction cards that caters to their own style. These Faction cards allow for even more powerful card movement. For instance, let’s say you choose a Faction card that says, “Choose any card from your opponent’s Recruits or Loyalists and move to your Allies.” Then imagine your opponent has a card with a 15-point value in their Loyalists row. You can snatch up that valuable card and lock it into the Allies row on your side of the board, giving you a large number of points and taking those same points away from the opponent. A single, well-timed Faction card can be a serious game changer.

—description from the publisher

Description

It is the distant future. The world has become a dangerous place where the balance of power rests between opposing forces known as Factions. These groups manipulate and influence the citizens of the Community in an effort to join their side and vanquish the opposition.

Each Faction uses movement and control to turn the tide against their opposition. By expanding influence over the Community, power can be acquired. Choose a side and become the Master of Wills.

Master of Wills can be played one-versus-one or two-versus-two. It’s all about moving the cards—you want to move as many points to your side of the board as possible while your opponent is trying to do the same for their side. Community cards are each assigned a value, and each card is represented by a character from one of the eight sectors of the Community. Moving those cards can trigger the basic movement of other cards on the board.

The cards move from a neutral area in the middle of the board toward your side or the opponent’s side through three rows. Each row represents how close the character is to joining your Faction. The rows are called Recruits, Loyalists, and Allies. Each row represents how loyal the character is to your side. If they reach your Allies, those points are locked in.

When the game begins, each player will choose a Faction and build a deck of Faction cards that caters to their own style. These Faction cards allow for even more powerful card movement. For instance, let’s say you choose a Faction card that says, “Choose any card from your opponent’s Recruits or Loyalists and move to your Allies.” Then imagine your opponent has a card with a 15-point value in their Loyalists row. You can snatch up that valuable card and lock it into the Allies row on your side of the board, giving you a large number of points and taking those same points away from the opponent. A single, well-timed Faction card can be a serious game changer.

—description from the publisher

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 2
This page: 2
Sentiment: pos 2 · mix 0 · neu 0 · neg 0
Mentions per page
Showing 1–2 of 2
Video fSlFltuYnbs Rolling Dice & Taking Names Review at 0:02 sentiment: positive
video_pk 93500 · mention_pk 280242
Rolling Dice & Taking Names - Master of Wills video thumbnail
Click to watch at 0:02 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Tactical depth and strategy beyond initial impression.
  • Engaging deck building aspect prior to play.
  • Clear and straightforward iconography makes the game easy to learn.
  • Faction cards add game-changing potential.
  • High replayability due to different card combinations in deck building.
Cons
  • Randomness in drawing legendary cards can be a downside.
  • Some players may not enjoy the artwork style.
Thematic elements
  • Gaining influence over a community.
Comparison games
  • Dominion
Mechanics (from transcript analysis)
  • area influence — The core goal is to gain influence over community cards to move them to your side of the board or take them from opponents.
  • Deck Building — Players build their own decks before the game starts, with restrictions on the number of legendary and epic cards that can be included. This is compared to Dominion-style deck building.
  • Hand Management — Players draw cards from their deck and play them, managing their hand to execute actions and utilize faction abilities.
  • Set Collection — Certain card effects involve collecting cards of specific colors based on what is drawn from the community deck.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The faction card did you have a game changer cards yes.
  • It's a difficult game now deck building is like Dominion type deck building.
  • The iconography on it it's very straightforward.
  • I wish there was some other way and I didn't see anywhere other cards I can draw through my faction deck.
  • Some of the artwork just didn't do it for me because they're using the real life people playing.
References (from this video)
No references stored for this video.
Video 1HZ5Q3n056E Rolling Dice & Taking Names Discussion at 49:53 sentiment: positive
video_pk 93499 · mention_pk 280240
Rolling Dice & Taking Names - Master of Wills video thumbnail
Click to watch at 49:53 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Easy to learn rules.
  • Very tactical gameplay.
  • Players build their own decks.
  • Asymmetric gameplay with Martians vs. Humans.
  • Incredible art style.
  • Fast gameplay (30-45 minutes).
  • Easy setup and reset.
Cons
  • May require reading rules and character sheets carefully due to text and icons.
Thematic elements
  • War of the Worlds
  • Late 1800s England
Comparison games
  • Tyrants of the Underdark
  • Clank!
  • Brass: Birmingham
Mechanics (from transcript analysis)
  • Area Majority — Players compete to get the most cards on their side of the board over eight rounds, with cards having victory points, some positive and some negative.
  • Asymmetric gameplay — One player controls the Martians, and the other controls the humans, with unique faction decks and playstyles.
  • Card Drafting — Players take cards from a common area to place into their recruit, loyalist, or ally zones.
  • Deck Building — Players build their own faction decks (20-30 cards) with different types of cards (legendary, epic, common) and unique icons.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Marty we've been providing background noise for gamers for six years straight and we hope to do it to continue to do it for many more years
  • Krispy Kreme is just a mouthful of hot lard at their best cold yeasty goop at their worst gross
  • If you're a fan of overcooked you've got to try this board game and if you're not it's one of the best real time co-op games I've ever played
  • The art is incredible I love the art of this game it reminds me like brass Birmingham I just like that style that look at that late 1800s Victorian age type stuff the art is great
  • The rub is not the flavor text all the text with the spells and the monsters so this spell does this for me this in this monster has this option
References (from this video)
No references stored for this video.
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