Zauberschwert & Drachenei
Your Price: $10.95
(Worth 1,095 Funagain Points!)
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Who will collect most power stones? On Ulahomar magic crackles between the wizards when they're determining who is a match for the magical creatures. Powerful spells, magic places and powerful artifacts are their indispensable tools. With each victory over creatures, the wizard receives power stones. At the end, the one with the most stones is deemed the most successful and becomes the Great Wizard. Who will it be?
Players: 2 - 4
Time: 45 minutes
Ages: 12 and up
Weight: 114 grams
Language Requirements: Game components contain some foreign text, possibly requiring occasional reference to rules translation. Manufacturer's rules are printed in multiple languages (including English).
- 28 artifact cards
- 25 adventure cards
- 4 magician sets
- 1 first-player card
Average Rating: 3 in 1 review
A small, lightweight Euro in an even smaller package yields lot of Euro per ounce. A bit bland for serious play, but great as an introductory Eurogame to take on a hiking trip.
The title translates as 'Magic Sword & Dragon Egg,' which tells you a lot of what you need to know: this is another game with a fantasy setting and built round a mechanism for acquiring magical artefacts.
Each player has a supply of magic points and there are two decks of cards, one of adventures and one of artefacts. Each round begins with the turning over of the next two adventure cards and the gift of two more magic points to each player. Players then take it in turns to place their magician next to one of the revealed cards - unless for some reason they don't wish to compete for either, in which case they log another magic point and their magician stays home.
Adventure cards come in four sorts: spells, energy balls, holy places and magic creatures. Any magician placed next to a card showing an energy ball or a holy place receives the benefit therefrom - magic points in the first case and victory points & artefact cards in the second. However, a magician placed next to either of the other two faces a contest.
In the case of spell cards, the players who have placed their magicians next to the card bid for it using magic points as currency. With magic creatures the players have a choice. They can either tackle it as a group or they can bid for the right to fight it alone. Either way, in order to defeat it they must pay the creature's cost in magic points. The reward, which again is in artefacts and/or victory points, is greater if you fight solo, but so, obviously, is the cost.
All artefact cards carry one or more of three possible symbols, symbols that also appear on the creature cards. If you defeat, or help to defeat, a creature, there are bonus victory and magic points if symbols on your displayed artefact cards match those of the creature.
And that is it. The game ends when the adventure card deck runs out of cards.
The game works fine and it was the most popular of the new Adlungs with the Fairplay scouts at the Essen Fair, but it didn't leave us feeling enthusiastic. The theme is one that we have all seen more times than we'd care to count and the mechanics are also less than original. If you know someone who already has the game and suggests playing it, by all means give it a go - it is enjoyable enough - but there are many better games on which to spend your own money.