Sorcerers (2011)
Speeltijd: 0
Min. Leeftijd: 0
Spelers: 2
Uitgever: Warp Spawn Games
Ontwerpers: Lloyd Krassner
Kunstenaars: Onbekend
Mechanismen: Open Drafting
Min. Leeftijd: 0
Spelers: 2
Uitgever: Warp Spawn Games
Ontwerpers: Lloyd Krassner
Kunstenaars: Onbekend
Mechanismen: Open Drafting
Beschrijving Tonen Opmerkingen Tonen Prijstrend
A card game for 2 players based on the movie “Sorcerers Apprentice”. One player is the good Merlinians. The other is the evil Morganians.
Players share a common deck containing cards of seven types:
Merlinian Sorcerers, Morganian Sorcerers, Spells, Amplifiers, Objects, Events and Defence. Most cards have a power rating which is used during the duel (combat) phase.
The Merlinian player starts with Balthazar in play and the Grimhold which is equipped to Balthazar. The Morganian player starts with Horvath in play.
Both players draw 5 cards.
Each turn has 6 Phases:
1. Lore Phase
- Both players draw 2 cards from the deck.
2. Recruit Phase
- You may put one sorcerer into play from your hand and any number of objects. Sorcerers may give their objects to each other (max 3 objects per sorcerer). Excess objects are discarded.
- The Merlinian player may only recruit Merlinian Sorcerers.
- The Morganian player may only recruit Morganian Sorcerers.
3. Event Phase
- Starting with the Merlinian player, players may take turns discarding cards with event abilities to activate and immediately resolve those abilities.
4. Encounter Phase
- Each player randomly picks one of their sorcerers to undertake a duel.
5. Duel Phase
- The two Sorcerers who have encountered each other will now fight as follows.
- Each player will make an attack combo which are then revealed simultaneously. For their attack combo each player may play one spell, one event and up to 3 amplifiers
- Derive a power total for each sorcerer = the sorcerer’s power + equipped objects + spell + played event + amplifiers.
- Each player may play up to one defence card. These will cause certain opposing cards to be discarded, thus changing the power totals.
- The sorcerer with the higher power total is the combat winner. The losing sorcerer is discarded.
- The combat Loser may play a protection spell. This prevents the losing sorcerer from being discarded and his objects from being stolen.
- The winner takes the losing Sorcerers objects AND looks at his opponents hand AND then steals one target card from his opponents hand.
6. End Phase
- Max hand size is 5 cards. Discard excess cards.
- Check for Victory Conditions. Record Time Markers.
The Merlinian player has 2 ways to win:
1. Destroy Morgana: Defeat her by 7 or more power in a Combat.
2. Prime Merlinian Succession: Keep Dave Stutler in play for 7 consecutive turns.
The Morganian player has 1 way to win:
Cast the Rising Spell: Keep Morgana in play for 5 consecutive turns.
Both players may win by the following method:
Army of Sorcerers: Have 6 more sorcerers in play than your opponent in the end phase.
Players share a common deck containing cards of seven types:
Merlinian Sorcerers, Morganian Sorcerers, Spells, Amplifiers, Objects, Events and Defence. Most cards have a power rating which is used during the duel (combat) phase.
The Merlinian player starts with Balthazar in play and the Grimhold which is equipped to Balthazar. The Morganian player starts with Horvath in play.
Both players draw 5 cards.
Each turn has 6 Phases:
1. Lore Phase
- Both players draw 2 cards from the deck.
2. Recruit Phase
- You may put one sorcerer into play from your hand and any number of objects. Sorcerers may give their objects to each other (max 3 objects per sorcerer). Excess objects are discarded.
- The Merlinian player may only recruit Merlinian Sorcerers.
- The Morganian player may only recruit Morganian Sorcerers.
3. Event Phase
- Starting with the Merlinian player, players may take turns discarding cards with event abilities to activate and immediately resolve those abilities.
4. Encounter Phase
- Each player randomly picks one of their sorcerers to undertake a duel.
5. Duel Phase
- The two Sorcerers who have encountered each other will now fight as follows.
- Each player will make an attack combo which are then revealed simultaneously. For their attack combo each player may play one spell, one event and up to 3 amplifiers
- Derive a power total for each sorcerer = the sorcerer’s power + equipped objects + spell + played event + amplifiers.
- Each player may play up to one defence card. These will cause certain opposing cards to be discarded, thus changing the power totals.
- The sorcerer with the higher power total is the combat winner. The losing sorcerer is discarded.
- The combat Loser may play a protection spell. This prevents the losing sorcerer from being discarded and his objects from being stolen.
- The winner takes the losing Sorcerers objects AND looks at his opponents hand AND then steals one target card from his opponents hand.
6. End Phase
- Max hand size is 5 cards. Discard excess cards.
- Check for Victory Conditions. Record Time Markers.
The Merlinian player has 2 ways to win:
1. Destroy Morgana: Defeat her by 7 or more power in a Combat.
2. Prime Merlinian Succession: Keep Dave Stutler in play for 7 consecutive turns.
The Morganian player has 1 way to win:
Cast the Rising Spell: Keep Morgana in play for 5 consecutive turns.
Both players may win by the following method:
Army of Sorcerers: Have 6 more sorcerers in play than your opponent in the end phase.
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ag.gameitem.lastUpdated: 2025-05-11 03:37:54.889