Clips from the labyrinth

Scenes of Wiz-War, played by the rules and filmed through the wizards' own eyes. Each clip has a first-person take and a board take of the same moves.

The Wormhole Heist
19s The Wormhole Heist
Nine strides on a number card: through the south mouth, around the back row, out with a treasure.
The Warp Sniper
31s The Warp Sniper
Line of sight threads a wormhole: a fireball cast into one mouth arrives through the other.
Springing the Trap
15s Springing the Trap
An ambush watches its corridor through a wormhole — and fires the moment a wizard crosses the far sightline.
The Leap
21s The Leap
A pit yawns in the corridor — but the die says the intruder sails clean over it, onto the trapper's doorstep.
The Puppeteer
24s The Puppeteer
Mental Force walks the enemy to exactly where you want them — which has its risks.
The Stone Gaze
27s The Stone Gaze
Medusa freezes a wizard solid — and stone, inconveniently, cannot be hurt.
The Rout
21s The Rout
Go Away hurls a wizard down his own corridor, as straight a line as the maze allows.
Knock Knock
19s Knock Knock
Blast the wall between you — the rubble bloodies both sides of it — then step through the breach.
The Shield Holds
22s The Shield Holds
Five points of fire meet a Full Shield, and the shield wins.
Fire in the Webs
27s Fire in the Webs
The Sticky Wand binds a wizard in silk — and fire burns twice as hot in a web.
Dust and Light
36s Dust and Light
A dust cloud hides her from his spells — so he throws a warp behind her, steps through the light, and she flees blind into her own dust.

Wiz-War is Tom Jolly's classic of magical combat. This is a fan-built table — deal yourself in.