Fantasy

Dungeons & Dragons: Conquest of Nerath Board Game

From the publisher:

"War has come to the Dungeons & Dragons world! In the north, the undead legions of the Dark Empire of Karkoth march against the fragile League of Nerath, determined to sweep away the human kingdoms forever. To the south, the infernal Iron Circle launches its own goblin hordes in a campaign of conquest against the elves and corsairs of Vailin. From the snowy expanse of the Winterbole Forest to the sun-warmed coasts of ancient Vailin, four great powers struggle for survival."

Conquest of Nerath is a fantasy conquest game. 2-4 players muster armies of foot soldiers, siege engines, monsters, warships, elementals, and dragons to attack their opponents. Players employ heroes such as knights and wizards to lead their troops and explore dungeons in the search of magical artifacts and treasures to increase their power in combat.

The game includes the following components:
* Rulebook
* Dice
* Game board
* 110 cards, size "standard American board game"
** 80 Event Cards (20 per faction)
** 30 Treasure cards
* 252 plastic playing pieces representing the champions and armies of Nerath, Karkoth, the Iron Circle, and Vailin

Legitimacy

The kingdom of Legitimant is in turmoil. The old king has died, leaving no legitimate heir... He has, however, left several illegitimate ones.

Since you were an infant, your mother has told you of the royal blood that runs in your veins. Now the time has come for you and your trusty animal sidekick to set out on an epic quest to fulfil your destiny and claim the throne that is your birthright.

Whether you choose to follow a path of righteousness or use every dirty trick in the book, you’ll need nerve, cunning and just a little luck as you assemble an assortment of strange creatures and magical objects to out-manouver and overpower your rivals and prove that you are, indeed, the one true heir of Legitimacy!

Wizard's Gambit

"Join the Convocation of Wizards in battle against the ancient enemy - The Fallen! Do you have what it takes to become the next Grand Siege Magus?"

In Wizard’s Gambit, players become wizards who take turns placing Magical Components on Spells in a common Spell Pool in the center of the play area.

When all of the required Magical Components have been placed on a given Spell, the wizard who completed that Spell claims it as their own, creating a Spell Book face up in front of them. Once the Spell is added to their Spell Book, a wizard may immediately apply the effects of the Spell, giving him more power to defeat his competitors.

Wizards can further affect the course of play by casting Incantation cards during their turn, which can provide advantages in playing the game. Additionally, wizards can invoke the highest power, the Wizard’s Gambit, to thwart other wizard competitors and increase their chance of claiming powerful Spells for their own.

Each Spell has a point value, which adds up cumulatively to represent their Spell Book’s score. The first wizard to reach a Spell point total of ten (10) points wins the game and is proclaimed Grand Siege Magus.

Wizard's Gambit is a light-hearted game for the casual gamer and for family play.

Wiz-War

Game description from the publisher:

In Wiz-War, wizards wage no-spells-barred magical duels deep in an underground labyrinth. This classic board game of magical mayhem for 2-4 players, created by Tom Jolly in 1983, pits players' wizards against each other in a stupendous struggle for magical mastery. Win by stealing other wizards' treasures and hauling them back to your base, or just score points by blasting the other wizards. The last wizard standing always wins.

Staying true to the spirit of the game that has entertained players for years, as well inspiring an entire genre of games, this 2011 edition of Wiz-War caters to the imagination and the funny bone. Casting an enriched array of spells, your wizards race through an underground maze, avoiding fireballs, werewolves, and psychic storms. Subtle game enhancements by Kevin Wilson and Tom Jolly promote faster play and clarify card effects.

Re-implements:

Wiz-War

(This entry is separate from Wiz-War based on reports from the designer that the new edition has expanded components and significant rules changes; it's also easier to merge two games that are the same than split two games in one listing that turn out to be different.)