Retrospective: War of Wizards

Before getting into the specifics of the game itself, I want to devote a little time to its presentation of Tékumel. As most readers probably already know, M.A.R. Barker first began work on the earliest version of Tékumel when he was still a child. Upon that foundation, he then further developed the setting in multiple phases, from the 1940s till the time when was introduced to Dungeons & Dragons in 1974. I say "versions," because, during each phase of development, Barker's conception of Tékumel changed, sometimes in small ways and sometimes in big ones. An example of a big change, for example, is the use of the terms "good" and "evil" to describe deities who would later be associated with "stability" and "change," respectively. In War of Wizards, though, we see neither of these formulations. Instead, Barker calls the gods the "Lords of Glory" and the "Rulers of Shadow." Purely from a historical perspective, this is interesting to me, as it suggests the degree to which the setting was still in flux within Barker's mind. Rather than emerging fully formed, like Athena from the head of Zeus, Tékumel grew over time and through play (as all good RPG settings do).
War of Wizards is a two-player game that models a trial by combat between two spellcasters, whether as part of a match in one of the Hirilákte arenas found in most large Tsolyáni cities or as part of a more personal duel. Regardless of the ostensible reason, each player can choose to play either a priest or a sorcerer. The former may wear armor, while the latter have access to a wider array of offensive spells. These combatants are characters each possessing three ability scores rated from 2–200 (achieved by rolling percentile dice twice). The first of these, Physical Strength, functions primarily like hit points. The other two, Attack and Defense Strength, represent pools of points that can be used to power spells. Each spell in the game has a cost and characters can continue to cast spells so long as they have enough points in the appropriate ability score. In a pinch, it's possible to shift points from Physical Strength to the other two scores, but doing so weakens the character, making it easier for his opponent to defeat him.
The game was released in two versions: the first was unboxed and the second boxed. The boxed version included four metal miniatures, supplementing the cardboard counters that are included in both versions. Integral to play is a "board" consisting of 20 spaces that abstractly handle the distance between the two combatants and their spell effects. The board is quite attractive, since it features artwork by Barker along its edges. Here's an example of one section of the board:

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