by Neil Thomson
All of my 'Light Reviews' aim to offer a brief overview that allows people to get a good feel for what the game may offer them, the options involved and general flow of play.Summary
Game Type - Card Game
Play Time: 20-30 Minutes
Number of Players: 2
Mechanics - Bidding, Hand Management, Simultaneous Action Selection
Difficulty - Pick-up & Play (Can be learned in 10 minutes)
Components - Very Good
Image Courtesy of Traulen
Overview
In Shazamm! YOU are the Hero (Fighting Fantasy anyone?

So the only way to sort this out is an old fashioned Wizard Lava Bridge Duel to the Death!
If that sounds a little ridiculous that is probably because it is. The premise is fine in truth but the game pretty much takes the mickey out of itself (something Z-Man Games are quite happy to do) with the story opening.
The reality is that Shazaam! is a 2-player card game which sets the scene for a duel of sorts. Each Wizard must make the best use of their limited Mana reserves, which are needed to power the many spells at their disposal. The aim is to push a Firewall that stands between the two adversaries back towards the other, in the hope that it will force their nemesis to fall off the crumbling bridge to the lava below!
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The Components
Shazamm! does a good job of offering up good components that are easy to store in the box and help evoke the theme.

Image Courtesy of EndersGame

Image Courtesy of EndersGame

Each Spell only features once in each deck and they are numbered as such, which plays into the timing of card play during the game. Each Spell also has a unique name, text to outline its use and artwork. All of which helps to support the theme pretty well without ever really making your eyes pop.
Image Courtesy of Rococo_Zephyr

Image Courtesy of EndersGame

Images Courtesy of EndersGame
All in all Shazamm! provides a good set of quality components that support the theme and are visually appealing. They will not blow too many players away either but for a game of this size and stature (filler game) they are on the money.
Image Courtesy of Choubi
The Set-Up
Set-up is as simple as placing the Firewall in the center of the bridge and each Wizard starting 3 flagstones away from the Firewall. Each player places their Mana Pawn on the 50 spot of the Mana Track and each player then shuffles their Spell deck. Each player draws 5 cards, which is added to their Feint Card to make a starting hand of 6, and the game is ready to begin.
The Play
Shazamm! is all about pushing your opponent back on the ever unstable bridge. It’s unstable because at the conclusion of each round a flagstone falls into the lava below and thus shortens the bridge for each Wizard. Through the careful selection of spells each adversary hopes to gain a critical advantage.
The game flow is pretty straight forward –

The players must always play at least 1 Spell Card per round of combat, but because they may choose the Feint Spell (which is returned after each attack), they can keep spells up their sleeve to use later in the battle.
It is also important to note that players can hide the number of spells they are playing behind\under their Mana Dials or choose to openly show how many there are. This is another form of bluff that the game allows the players to engage in.

The Mana Dials range from 0-50 but a player must always spend at least 1 Mana. They cannot ever spend more Mana than they have left on the Mana Track located on the board.


Any duplicate spells (same spell cast by both players in a given attack) are immediately discarded without effect.
The remaining spells are then resolved in numerical order, from lowest to highest value. This can be very important for timing effects and many spells can have a direct impact on other spells if played in the same attack.
Once a spell is used it is discarded and cannot be used again in the same game. Because each card only features once, timing becomes all important, especially for those cards that can impact on the cards of the other player.

Should both attacks end up being equal, neither Wizard has gained an advantage and the Firewall does not move.


When one player is out of Mana, the other player can spend 1 Mana point to move the Firewall 1 flagstone and this can continue until the Firewall hits the other Wizard or they run out of Mana.
Ending a round takes its toll on the bridge due to all those powerful spells whizzing around. A Lava Tile is placed on both ends of the bridge to represent its crumbling nature and both players return their Mana Pool to 50. The Firewall stays where it is but both Wizards are placed 3 spaces from the Firewall again to represent their new starting positions.
Both players also get to draw 3 additional cards to add to their hand but this is the only way new cards can be acquired, thus it becomes apparent how important it can be to bluff at times and save important spells for just the right moment!

Bwahahahahahahah...err...sorry.

The Final Word
Shazamm! is a decent little game. It really is all about those variable spell powers and the meta-game of managing your Mana to gain small but important advantages.
For me it definitely falls into the filler category, which are good for a play every now and again, but not something I find particularly fulfilling and want to come back to again and again.
I’ve never really been a big fan of 2-player games where both players have the exact same deck and therefore the timing becomes all important. They just feel a little cheap and simple to me. For that reason I didn’t find Minotaur Lords or Scarab Lords by Reiner Knizia all that compelling either. But if you are fans of those games then there may be something here for you.
At a point in time when there are some great 2-player games on the market (Omen: Reign of War and Revolver to name just a couple), games like Shazamm! look like stocking filler to say the least.
I do like the Mana mechanic as you have to carefully manage your Mana total and that leads to some bluff and double bluffing. It is very rewarding to pick the mind of your opponent and play a spell that total negates one of their powerful spells but it hurts just as much when it happens to you.
All in all I’d say give Shazamm! a look if you are a big fan of 2-player dueling games (I am curious to see how this compares to Duel). There may also be more mileage here for younger gamers too as the theme is likely to appeal and the mechanics are light enough to not warrant too much parent support. If you're over the age of 16 though you may be like me and think that the brightest thing about the game are the colours of the components.
Till next we meet may all your spells fizz and dazzle and your enemies take a hot lava bath to oblivion.
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