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The ancient enemy has returned. Wizards from across the land have been summoned to the Convocation. They take part in an ancient rite, known as the Gambit, where the victor becomes the next war mage. Only one can win the title of Grand Siege Magus!
In Wizard's Gambit players compete for Spells in a common Spell Pool -- contending to gain the powerful advantage each Spell gives, as well as the Spell points needed to win the game.
Spells are claimed by calculated play of Magical Components on each player’s turn -- but it's not as simple as that -- only the final Magical Component played claims the Spell.
Once added to their Spell Book, a player may immediately apply the effects of the Spell if applicable, giving him more power to vanquish their competitors. Each Spell has a point value, which adds up cumulatively to represent their Spell Book's score.
To aid them in the contest, players can also cast Incantations -- influential actions that further alter the course of play, helping both to claim Spells and vanquish opponents. Several Incantations have special effects that can provide game winning combos for players that have the right bit of luck and a good mind for strategy!
The ultimate option for players is to invoke the highest power -- the Gambit, a card which can be used to secure a player's claim on a Spell or thwart opponents by canceling their Spell Book powers. But watch out! Other players can use their Gambits to stop you -- and ruin your strategic power play!
The first player to reach a Spell point total of ten (10) points wins the game and is proclaimed Grand Siege Magus!
- 25 Spell cards
- 89 Component cards:
- 63 Magical Component cards
- 18 Incantation cards
- 8 Gambit cards
Average Rating: 4 in 1 review
This has been a great addition to our weekly game nights. It can handle 2 -5 players and fits well with our style of play. It can easliy be finished within an hour and we usually use this as an opener to warm up for longer games, or a finisher if we happen to have some extra time.