Help support TMP


Wars of Ozz, Wave 2: The Adventure Continues Launched on Kickstarter


Back to Hobby News


Old Glory Sponsoring Member of TMP writes:

This is a project that NOT having shows for demo games has hurt.
It is a whole new world of its own-- with fantastical peoples and creatures all ITS own -- not just more Dwarves and Orcs.
People have to see a game to catch the spirt of this new exciting history and world --really a reborn and evolved Earth.
The whole true and complete story of Ozz that Baum did not tell us about!!

Russ Dunaway


Areas of Interest

Fantasy
Science Fiction

Featured Hobby News Article


Featured Link


Top-Rated Ruleset

Hordes of the Things


Rating: gold star gold star gold star gold star gold star gold star gold star gold star 


Featured Profile Article

How They Pack It: Old Guard Painters

How does Old Guard Painters get those painted figures safely to your door?


Featured Book Review


Featured Movie Review


3,242 hits since 6 May 2021


©1994-2025 Bill Armintrout
Comments or corrections?

Chris Abbey of Sally 4th writes:

Wars of Ozz is a fantasy miniatures game set in the marvelous World of Ozz first chronicled by L. Frank Baum's books in 1900, later turned into movies by MGM and Disney, and now the inspiration for a totally unique mass-battle tabletop experience.

Wars of Ozz

Russ Dunaway has taken Baum's world as an inspirational starting point for creating our own Ozz, a post-apocalyptic Earth where after the last Madness Bomb fell in the Last Great War, survivors mutated and chaos reigned for several hundred years until the wizard arrived. Wave 1 of Wars of Ozz introduced us to the Winkies, Munchkin, Gillikins and Quadlings.

Wars of Ozz

Wave two introduces three brand-new playable factions: The Land of Harvest, The Impkins, and the Imperial Gnome Army, together with the strategic boardgame Campaigns of Ozz that can either be played as a stand-alone board wargame with counters and map boards, or used as a campaign management tool for generating exciting and meaningful tabletop encounters.

Campaigns of Ozz

Campaigns of Ozz has been developed by the experienced boardgame development team of Peter Schutze and Bill Molyneaux from fast-play wargames. It was designed to be both a stand-alone board wargame and a fully compatible strategic-level scenario generator for miniature-focused players. All seven historical wars from the Wars of Ozz rulebook lore are detailed as separate campaigns.

Wars of Ozz

The boardgame is easy to learn and is highly suitable for both solitaire play-and-play with two to four players, with typical games lasting from two to four hours. Each Campaigns of Ozz boardgame includes:

  • 280 full-color, 1" square die-cut counters
  • 34" x 22" campaign map
  • 24-page rulebook
  • Player reference chart
  • Battleboard map

Wars of Ozz Wave 2 introduces three completely new playable factions: The Land of Harvest, Impkins and The Gnomes. All of the miniatures for these three new armies are sculpted now, and are available as part of the Kickstarter campaign.

The Land of Harvest

Land of Harvest Army

After being given life by Glenda the Sorceress, King Jack sets about creating an army to defend the Land of Harvest. The greater and lesser pumpkinheads are joined by Pumpkin Cavalry and pumpkin-throwing catapult artillery, together with animated scarecrows, corn and mushroom men, the outlandish Hammerheads, and flocks of crows and eagles.

Gnomes

Gnome Army

Somewhere to the west of Munchkinland are the hidden cave entrances to another realm, the underground empire of the Gnome King and his Gnomens. Virtually nothing is known of these secretive beings, as they almost never venture to the surface… until that fateful day when a Gilikin force, attempting to mine under a Munchkin fortress, stumbled into a Gnomish cave complex. The engraged King Ruggedo called together Gnomish forces from far and wide to attack surface-dwellers who had violated his realm.

Impkins

Impkin Army

Impkins were created by the powerful sorceress Mother Ophelia as playthings for King Kittcut and Queen Garee. This explains their diminutive stature – even small than Munchkins – and doll-like appearance. For many years, the Impkins lived in peace and prosperity on the island of Pingaree, until a shipwrecked sailor from one of Admiral Jinjur's pirate fleets alerted them of a land beyond their island. King Kitticut, against Mother Ophelia's advice, set off on an expeditionary adventure to visit the lands of Ozz, landing and doing battle with Evora and her Winkies. King Kittcut had his first taste of battle, and he found it an exciting and enjoyable game. He cajoled Mother Ophelia to create more Impkins to fill his armies, who fought incessantly, not to capture lands and riches like the other nations of Ozz, but just to satisfy their perverted lust for battle.

For more information

Text edited by Personal logo Editor Dianna The Editor of TMP
Graphics edited by Personal logo Editor in Chief Bill The Editor of TMP Fezian
Scheduled by Personal logo Editor in Chief Bill The Editor of TMP Fezian