Jun 10

Its been One Year!

The great and mighty cosworth put out the original release on the Mage Wars module for OCTGN yesterday! As a player I want to thank him for all of his hard work. As the maintainer (along with the always hard working letteucemode) I want to thank him for the inspiration, I have learned much along the way since taking over the reins.

All of those who play the game I want to give a big shout out to. If you didn’t play what would be the purpose!

Jun 01 Mage Wars for OCTGN module has been released!

This months release brings a big change and some welcome additions. With last months automation of the Mage Abilities Markers the need for many of them to have  Keyboard shortcuts is no longer needed. Combine this with many new markers that have not been added over time and other markers whose use is minimum and I thought that it was time to re-work the keyboard mappings. You will find a brand Key Map help file under Game Documents.

With the help of Schwenkgott we have added both the standard Apprentice Mode spellbooks and Arena, we have also provided an OCTGN exclusive! We are calling it OCTGN Apprentice mode, please review the OCTGN Apprentice mode help file under game documents.

As always you can look that the Changelog under the Game Documents menu for full details.

Make sure to update your Image Pack to get the new Apprentice Mages.

May 20

v1.6.5.0 has been released

We typically push releases out once a month, but I think that this month deserves a special mid-month release. We have the Garrison Post errata card in this release, along with some automation for the siege engines with Load Tokens which are now Orange. Additionally the OCTGN dev team resolved an issue with a game events we were having. Now when you reset the game all of the game selections (like player colors and such) are reset.  In the Game Documents menu you will now find the Conditions Markers Reference Sheet.

As with the last release the full list of changes are in the Changelog in the Game Documents menu.

If you want the new Garrison Post card art, you will need to download and install the updated MW-NewCards.o8c file located here. At this point the full o8c file has not been updated.

If you find any issues please let us know!

Your neighborhood friendly Mage Wars on OCTGN dev team!

May 02

Mage Wars v1.6.0 released

Yet again lettucemode has done some amazing work this month!  What’s new? Improved? Fixed?

Note: We are waiting on a fix on the OCTGN side to resolve issues surrounding resetting the game, loading multiple decks, etc. We are now hoping to see this work completed in May in time for our June release.

This release post will be smaller than the last several, we have created a change log to keep track of all of these changes. You will find it in the Game Documents section when you play Mage Wars.


A changelog, new promo’s from the Dice Tower, Chat Emotes, a HTML version of the Codex, finished automating setup/startup, Rot damage is now applied during Upkeep, along with a clean up and updates to this web site.

Apr 04

Mage Wars v1.5.0 is ready for play

Once again lettucemode has done some amazing work this month! We both have working hard to get this release out the door, hopefully with no issues this time! What’s new? Improved? Fixed?

Note: We are waiting on a fix on the OCTGN side to resolve issues surrounding resetting the game, loading multiple decks, etc. We are hoping to see this work completed in April in time for our May release.

Spellbook Builder:

  • Export your spellbook into the Mage Wars Spellbook Builder Format (sbb)
  • Spell Level card count are now enforced i.e. 6 cards max for Level 1 and 4 cards max on Level 2 and up
  • You can get the latest version of the Spellbook Builder and along with the instructions on installing it here

The Game:

  • The Board has been resized and you can now get more cards into a zone. The down side is the cards are smaller on the board, but you can read them fully when you hover over the card. Let us know what you think about it…
  • More Multiplayer work: Player Color now determines where your cards are placed face down on the table when you are play them from your Spellbook. Red – Top Left, Blue – Bottom Right, Green – Lower Left, and Yellow – Upper Right
  • More work on improving how cards are handled. When you flip a card over to cast a spell you are now prompted to pay the spell cost automatically. Enchantments still prompt for reveal.
  • Casting Discounts from Rings and other Equipment should work now, note that spells with a cost of X is set to 0. You will have to manually adjust cost of the Casting Discount.
  • A pile has been created for cards that have been Obliterated, you can right click on the card and select Obliterate or use the “End” key as a shortcut
  • Ready Markers are automatically added cards that utilize them
  • Ready Marker II has been created and is placed automatically on cards that need it like Sir Corazin with his 2X Defense, its shortcut is Atl+Ctrl+R
  • In the Chat log the Round Number is noted during the Ready Stage
  • When the attack dice are rolled, it is noted in the chat log what source was utilized – Random.org or the randomizer from Python
  • Spell Level card count are now enforced i.e. 6 cards max for Level 1 and 4 cards max on Level 2 and up
  • You will find mist, load, and egg tokens in the Misc. Tokens screen now
  • Updated the Help file for the Spellbook builder Dll you also will find a link for it in game
  • Continued to clean up card data

Image Pack:

  • Four new Promo’s from OPKit 4: Updated o8c file is here, the MW-NewCards.08c file has the new cards only.

What’s next?

  • Change Player Color for Card Placement to a Player Number (hopefully)
  • More New Promo Cards (hopefully)
  • More spell casting improvements
  • Clean up on SBB output
  • Finish up automating Game Start (automatically roll dice for initiative)
  • Fix Game Resets (to fix the fix for Spectating)

Ideas and requests are always welcome…….if you have an issue or bug please report it to us and we will try to get it fixed

Thanks! The Mage Wars on OCTGN team

Mar 13

Spellbook Validator plugin found to calculate the value of the spell book to be wildly inaccurately

I have had several people report this issue. Each time it has been resolved by updating the dll to the latest version.

Please check the version of the file located in:

<Install Directory>\Octgn\Plugins\MWPlugin

if it is not version please update it with the one located in

<Install Directory>\OCTGN\GameDatabase\9acef3d0-efa8-4d3f-a10c-54812baecdda\Plugins\Octgn.MagewarsPlugin

If you are still having issues afterwards, please let us know.

Mar 02

Mage Wars v1.4.2 Is live

One of our intrepid players reported that during the roll for initiative, if both players rolled the same number, a tie, automation broke and you basically had to reset the game and start over. lettucemode jumped right on the problem identified the issue and this release should fix the rare case when this happens.

Sorry for the multiple releases in so short of a time. We try to thoroughly test our changes before we push them out the door, but on occasion bugs do get by and we do apologize when that happens.

Mar 01

Mage Wars v1.4.0 is live

lettucemode has done some amazing work this month! We both have working hard to get this release out the door. What’s new? Improved? Fixed?

Spellbook Builder:

  • Export your spellbook into Forum Code for the mage Wars forums
  • Card Proxies now work. F12 will turn on/off this feature in the Spellbook Builder

The Game:

  • When you load you deck, if it is not Validated the cards are removed for the game, you will need to fix the issue with the deck and reload it or reset the game
  • More Automation at Game Start – Once your spellbook is validated and you have selected your color, you will be notified to roll for initiative, after the second player has done so, the rolls are automatically compared and the winner is prompted to select the start player and the initiative token is then set accordingly.
  • You can turn off the Burn Notification via the Automation | Toggle Auto-resolving Burns menu item
  • Started work on improving how cards are handled, especially Enchantments, you are now prompted Y/N when you reveal an Enchantment. This can be toggled on/off via the Automation | Toggle enchantment reveal prompt menu item (looking for feedback on this)
  • Fixed a situation for when you place a marker on an unrevealed Enchantment, it would reveal the card name to your opponent in the chat window
  • Added additional notifications in the chat window so you can easily trace what has transpired during the game, like when you flip the Action Marker
  • Corrode markers now have a shortcut: Alt+C
  • Burns work on Conjurations now
  • Attempt to resolve Initiative Marker not flipping
  • The Vine Marker can now be flipped for mirror matches
  • Walls (as well as all cards) can be rotated to the 4 cardinal directions (the pointy end faces out)
  • The Druid has her Treebond marker on her now when she is revealed
  • The Necromancer has his Eternal Servant marker on him when he is revealed
  • Cards that start with Generic Tokens (Load/Mist) have a that token on them when they are revealed
  • Invisible/Visible marker on the Invisible Stalker is now automated and is placed on the Invisible Stalker automatically when it is revealed
  • Taunt Markers are placed on Thorg and Sorsoksu when revealed
  • Card Proxies now work, you will note some new columns in the Spellbook Builder (SBB), and those are used for this purpose. The layout of the columns has changed as a result. Let me know if you would prefer a different order, I will try my best to accommodate any requests along these lines, but we retain final ruling on items such as this.
  • Alternate Play work has started. You can now flip the board over and use ACG’s Zone marker cards to layout your own board size. Many thanks goes out to ACG, he has made me several versions of the card with the Compass on it (flip the regular zone card to reveal the Compass card), multi-player (3+) does appear to work, though automation is not fully working when changing phases
  • Spectating has been released for OCTGN as a whole and it works very well with the Mage Wars OCTGN module – please let us know if you have problems when people spectate.

Image Pack

  • There is an updated image pack which contains the cards for alternate play from ACG’s which can be found here.
  • You can also just down load a small image pack with just the cards for alternate play from also here.

What’s next?

  • Complete the start game automation
  • A place for cards that have been Obliterated to live
  • More spell casting improvements
  • Export your Spellbook into the AW SBB format
  • Spell count enforcement (in game and SBB)

Ideas and requests are always welcome…….if you have an issue or bug please report it to us and we will try to get it fixed

Thanks! The Mage Wars on OCTGN team