Clash of Magic Schools.

Clash of Magic Schools is a brand-new version of the 2000 game Babel, with a fresh theme but as far as I can tell no real changes to the rules. It’s a two-player game co-designed by Uwe Rosenberg, back when he was only known for Bohnanza, before he became the king of heavy worker-placement games and more than a decade before he put out the two-player game Patchwork. It’s pretty clearly an early design, and it needed an update to more than just the theme and art to make it better.

In Clash of Magic Schools, players represent two different magic academies fighting some kind of tournament across five different ‘arenas,’ playing cards of students to their sides of those arenas and casting spells when they’re able to try to improve their standing and attack the other side. As you add cards to your side of an arena, you can pass trials in sequential order, from 1 through 6, once you have at least that many cards there, but only if the trial number you need is available. Although it looks like a capture-the-flag sort of game (Battle Line, Riftforce), there’s no control aspect here; the arenas exist just as places to attack your opponent.

On a turn, you can take as many actions as you want. You can move your token to any arena by discarding one card from your hand. You can play as many cards from your hand to your token’s current location (your side of that arena). You can pass a trial, as described above, taking the top trial card from your side OR from your opponent’s. You can summon students, moving exactly three cards from one arena to another. And you can cast a spell, for which you must have three student cards of the same color at one location. Spells allow you to trash cards from your opponent’s side, or steal a trial card, or pass a trial while skipping a level, and more. Play continues until all of the top trial cards on one player’s side totals 15 or more while their opponent’s total is 9 or less; if tied, you continue until one player reaches a total of 20, or one player drops down to 9 or less. If you exhaust the trial deck, the game ends regardless of scoring.

I have a soft spot for Babel because it’s the first Eurogame I ever owned. I was on vacation in Austria in 2003 and stumbled into a board game store, and I had never seen anything like it in my life. I was overwhelmed and wanted to buy all the things, but I barely speak enough German to order a coffee, and certainly didn’t have the vocabulary to ask an employee for advice – nor did I know what I’d ask even in English. So after some time, I ended up with Babel, as it was a two-player game and not too expensive, and it had a seal on it that I now know means it made the shortlist for the Spiel des Jahres award (won in its particular year by Carcassonne).

That said, I played Babel quite a few times with my ex-wife before our daughter was born, and after a while we both realized it’s just not that good of a game. The back-and-forth of it isn’t very fun; I’d compare it to trench warfare, where you make a few feet of progress one day only to have your enemy claw it back the next. It is easier to damage your opponent than to build up anything yourself, because passing trials requires a ton of luck – the right trial cards have to be visible when you’re ready for them. That is by far the aspect of Babel that most needed revising in a new version, and they didn’t touch it. You can have sabotage as a core mechanic – I think the base game of Riftforce does this really well – without making it the core mechanic. Five of the game’s six spells allow for some form of sabotage, and all that does is make the game a frustrating slog that takes twice as long as it should.

The artwork in the new game is fantastic – I love the art on the student cards, where each card color uses the same basic outline for a student, but each card itself has different hair, skin color, clothes, makeup, and so on. That said, this is about as blatant an attempt to draw on Harry Potter as those Russian books from the early aughts that barely bothered to disguise the main character. The spell names, the school symbols, the cover art, all of this makes it look like a Harry Potter-themed game that didn’t want to pay the royalties. (To be fair, I wouldn’t want to line that transphobe’s pockets, either.) I’m good with the update from ancient nomadic tribes to modern magic schools, but I did expect something more imaginative than this.

I still have my copy of Babel because it started my collection – it’s not the oldest game, and it isn’t valuable at all, but it was game #1 and I think my interest in the hobby truly started from there. I don’t see any need to keep my (review) copy of Clash of Magic Schools, though, as it’s the same game with a fresh coat of paint.