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One thousand years have passed since The Fallen
retreated from Hyrathia during the final days of the War of Legends.
From where they came and to where they fled no one knows, and ‘why?’
remains the greatest mystery. It has been many years since the
Convocation of Wizards convened; the petty wars of the kingdoms not
warranting the interference of the wizard council. Many years since
greater peace ended the need for a war mage – a Grand Siege Magus –
to lead the wizards of Hyrathia into battle.
But now the ancient enemy has
returned, bringing war back to all of the kingdoms. Wizards from
across the land have been summoned to the Convocation, held at High
Emerath, stronghold of the mages. There they gather to take part in
an ancient rite, known as the Gambit, where the victor becomes the
next war mage. Only those wizards with the highest skill in Spells,
Incantations, and knowledge of the rare Magical Components can hope
to claim the honor of being the war mage. Only one can win the title
of Grand Siege Magus!
Wizard’s Gambit is a non-collectible card game for 2 to 5 players, ages 8 and up.
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!
Release Date: February 2008
Game Components: 114 Cards
Players: 2-5
Ages: 8+
Time to Play: 45 min to 1 hour
Price: $19.99 US