Fans of Through the Looking Glass and themed conflict games, get ready!
Become the main character of the magical world
The tea party in Through the Looking Glass continues, but the carefree cute madness is wasted in endless battles. The heroes have taken up arms to defend their own and save Wonderland from disaster: Alice, the Cheshire Cat, the Cheshire Cat, the Hatter and the Queen of Hearts compete for control of the territories. The basic area control mechanics are complemented by unique character abilities and building your own bag.
In Wonderland, things get even stranger than before!
The game lasts three rounds, each of which is divided into two phases:
- Tea Party. Moving around the table, recruiting followers, gathering resources, and preparing for war.
- War. Battle in regions and building castles. In battle, the strength of the army is added to the strength of the allies` tokens, which players will take from their bags.
At the beginning of the game, players receive a certain number of fragments of madness, personal tablets and other faction components.
Tea phase
- Move the faction leader to any number of chairs clockwise, get a card and the bonuses indicated on it – These can be meeples, Wonderland cards, ally tokens, gaining or discarding fragments or madness tokens, mission cards, a castle in a region, a new faction ability, or increasing the leader`s strength.
- When passing the Place of Honor at the table, roll the die and gain fragments of madness, place three tea party cards on empty chairs, and continue moving.
- After collecting 4 tea party cards in the current round, place the faction leader in one of the 5 regions on the playing field.
- When the leaders of all players are in the Wonderland regions, the tea party is declared over, but the special tea recipe has a bad effect on the heroes - they all receive 1 madness token in their bag.
War Phase
- A battle takes place in each region where the players` tokens are located. Players simultaneously draw one token from the bags and add their result to the initial strength of the leader, the wonderlands, and the castles in the region. For each madness token that a player draws from the bag, he loses units in the region.
- After the token effects are applied, a new round begins, and each player decides for himself when to stop.
- The battle ends when all players stop, or one player accumulates 25 power points, or there is only one player left.
The owner of the bizarre wonderland will be the one who gains the most points for completed missions, built castles, and won battles.