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.
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.
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 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.
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
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
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
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.