This is a tactical board game
where cards form a major component. Basically, each player gets an army,
represented by a deck of cards. Most of those cards are soldiers of one kind or
another. You play your soldiers on a board that is a very simple 8x6 grid. You
and your opponent take turns moving your soldiers around the board and attacking
each others’ soldiers. Each player has a special unit that begins play on the
battlefield, called a summoner. If you can defeat your opponent’s summoner, you
win the game.
From round to round, you’ll
want to bring out more soldiers to help fight your battle. To do that, you’ll
need to play unit cards from your hand. Doing so requires that you pay their
summon cost with magic points. Each player has a stack of face down cards that
represent their magic points – each card is one point. You can choose to
discard cards from your hand into this magic pile to build up your magic
points. Enemy units that you defeat also go to your magic pile. Managing your
hand, your magic points, and your units on the board are all equally important
to attaining victory in this game.
An example of a summoner. |
Going to War
The bulk of the cards in your
deck will be units. In addition to summon cost, each unit in your deck also has
varying ratings in attack, range, and hit points. When having one unit attack
another, you need to make sure the target is in range. Some units are
considered melee, and they’re limited to attacking units in adjacent spaces on
the grid. Other units are considered ranged, and can attack up to three spaces
away, if there are no cards on the grid between them and their target. So,
positioning is very important.
Once you know that your
target is in range of your unit, you roll a number of regular six-sided dice
equal to the attacking unit’s attack rating. Each die that comes up with a
result of three or better deals one damage to the target. When a unit has a
number of damage equal to its hit points, it is defeated and goes to the magic
pile of the player that defeated it.
Each unit also has a special
ability that will change how it works in play. Some units deal damage
automatically instead of rolling. Some can teleport across the board. Some
grant bonuses to nearby allied units. Others are more mobile. The variety of
abilities is great, and they are all very interesting in play.
An example of a common unit. |
Most of your units are
considered “common”. They are fairly weak, inexpensive to summon, and there
will likely be a few copies of each in your deck. Each deck also has three
“champions”, though. These elite units are unique characters – there is only
one of each in any deck. They cost more to summon, but their statistics and
special abilities are game changing.
In addition to units, your
deck will also contain a few wall cards and event cards. Walls are the only
terrain in the game. They occupy spaces on the board, preventing units from
moving or attacking through those spaces. Also, a newly summoned unit must
always be placed adjacent to a wall that you control. Event cards are usually
played at no cost and then discarded. They have a special, one-time effect when
they are played.
Summoning Up Your Best
Strategy
One of the things that makes
this game a lot of fun, is that it is simple enough to learn the basics, but
there are quite a few things that can add depth to your strategy. For example,
your deck consists of units of one of sixteen factions, and there is some room
to customize your deck too, so it’s unlikely that you’ll be playing against an
opponent with an identical deck. Knowing each faction, and what specific unit
and event cards it can bring to the battle, is an important part of
anticipating your opponent’s strategy and planning your own.
An example of a champion unit. |
If you think the game is all
about summoning as many units as quickly as possible and overwhelming your
opponent, you’re dead wrong. Having enough magic to summon your units can be
challenging, so you’ll need to consider carefully which cards in your hand you
want to hold on to in order to summon them, and which ones you’ll discard for
magic. You don’t reshuffle your discard pile when your draw pile is depleted,
so you’ll only go through your deck once. That means every single card is
important, and you need to think carefully about how you’re going to use it.
This is something I didn’t really appreciate the first few times I played the
game, but now it is one of my favorite aspects of the strategy. Lastly, don’t
forget that you only need to take down your opponent’s summoner to win the
game. Precision timing and movement can often beat straight up brute strength
in this game.
Why is this Game worth
Summoning?
Summoner Wars is sold as a master set, which gives you six factions
to play with, the game board, dice and all the tokens you need. Various
expansion packs add additional factions and reinforcements that let you
customize the decks for the factions. This isn’t your typical collectable card
game with randomized booster packs, though, so you won’t waste a lot of money
chasing down specific cards. I like this approach to marketing an expandable
card game a lot.
A Summoner Wars tournament in progress. |
The game itself is a lot of
fun, and can play in less than an hour if people play aggressively. The rules
are simple to learn, but it has a considerable degree of depth. The different
factions add variety to the game. Reinforcements mean you can even customize a
faction’s deck to some degree. So, even after you’ve played each faction you
can still mix things up and keep the game fresh for a while longer. The way the
game flows – summoning, moving, attacking, managing magic – is all very elegant
and well designed.
The game is really designed
for two players. There are optional rules for three or four players, but it
seems like adding more players really slows the game down a lot, which takes
some of the fun out of it. This is the only major design problem I have with
the game, but I think if you keep it to one-on-one, you’ll never have this
problem. And really, this kind of game usually works best with only two
players, so it isn’t too surprising.
These are my general thoughts on Summoner Wars. I’d love to read
any observations you may have about the game and its design, or any thoughts
you might have on my own observations.
No comments:
Post a Comment