Survive the Epic Spell Wars of the Battle Wizards: Rumble at Castle Tentakill

Recommended Age:15+
Our Recommended Age:12+
Play Time:30-45 minutes
Guest Blogger:Jeremy Zimmerman
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Any wizard can cast a fireball or lightning bolt, but only a few can manage to pull off Sir Lootzor’s Mysterious Power Vortex or Midnight Merlin’s Devilicious Exorcism. Luckily, Cryptozoic is giving you the chance to do that and more in the Rumble at Castle Tentakill, their second installment of Epic Spell Wars of the Battle Wizards.

Epic Spell Wars of the Battle Wizards: Rumble at Castle Tentakill is the sequel to the hilariously ridiculous Epic Spell Wars of the Battle Wizards: Duel at Mt. Skullzfyre. This fast-paced and completely off-color card game does a great job poking fun at most of the standard wizard themes while at the same time being a fun strategic card game.

Cryptozoic lists the recommended age as 15+ and I’d say that has more to do with the content than the gameplay. The game moves fairly quickly and it’s pretty difficult to be stuck in a situation where it’s hard to find some kind of reasonable play to make, two areas where a younger audience might struggle.

However, some of the themes depicted on the cards and the names of cards themselves may be more than most kids should see or most parents would want to explain. We recommend ages 12 and up but you know your kids and what kind of content they can handle.

The bulk of the game consists of standard size spell and treasure cards, complete with smooth finish for added durability. There are also 8 oversized hero cards of the same material where you keep track of your health and blood. Besides the 4 six-sided dice, the only other contents are the chipboard counters and standee. This all comes in a standard lift-top box complete with thematically decorated insert. The insert is big enough that the cards still rattle around a bit but it definitely helps keep things contained.

The artwork for this game is in the same style of the first Epic Spell Wars of the Battle Wizards and is a great fit for the feel of the game. It’s so over-the-top and cartoony that even the most offensive-sounding card ends up entertaining when paired with its art.


Be the last wizard standing… Twice!


Each player picks a wizard, a life counter and a blood counter. Shuffle all the spell cards together and place them within easy reach of all players. Do the same for the treasure and dead wizard cards, put the standee in the middle and you’re ready to go!


Each wizard starts every round with a hand of 8 spell cards. These cards are broken out into three different spell components – Source, Quality and Delivery – and each card shows you which type it is with the appropriate icon in the corner. Paying attention to which component a card fits into is extremely important, so don’t forget it! Once you have your spell cards it’s time to build your spell.

Remember the different spell components? When building your spell, you can have no more than one card in any given component. That means no more than one Source, no more than one Quality and no more than one Delivery.

You can use all three, two of the three or only one type when building your spell and the number of components does matter. Additionally, all components have a magic type associated with them. Combining components of the same type can potentially boost your spell’s power considerably.

Once you’ve built your spell place it face down in front of you on the table. You can hide the number of components in your spell if you’d like and you don’t have to tell anyone else the number even if they ask nicely. Once all wizards are ready, the next step is determining casting order.

Casting order is first broken down by the number of cards in the spell. A spell with one card always goes before a spell with two or three cards and a spell with two cards always goes before one with three. If two or more wizards have the same number of cards they next look at the flaming initiative number next to your Delivery card’s name. The wizard with the highest delivery goes first and a wizard with no delivery card has an initiative of 0.

Now that your spells are ready and casting order has been set, it’s time to unleash the fury of The Pain Demon’s Nonchalant Baa-Zerker (yes, a Baa-Zerker is a berserking sheep). First, make sure to read your spell in a really intimidating wizardy voice.

Then go through each component and follow the effects listed. Your spell’s main target is based off of the delivery card although depending on how your spell is constructed you may get to target multiple wizards over the course of casting.


In theory, the spells you’re constructing are doing massive amounts of damage to your foes while granting you amazing and vast powers. Rounds continue until only one wizard remains and that wizard gets a Last Wizard Standing token and 3 blood. Once that’s done, all the dead wizards get a Dead Wizard card (which grant extra abilities or other benefits… usually) and a new game starts. This continues until one wizard gains two Last Wizard Standing tokens at which point they are declared the ultimate winner of the Epic Spell War!

Epic Spell Wars of the Battle Wizards: Rumble at Castle Tentakill takes forever to say but never-the-less provides a fantastic and hilarious alternative to games that take themselves way too seriously without sacrificing any of the fun!

Show us your Epic Spell or your Victory! @MyGeeklings #EpicSpellWars @Cryptozoic

Author: sandyz