
2011 · Fantasy
Summoner Wars: Master Set
Players act as powerful summoners who lead distinct fantasy factions and summon units onto a gridded battlefield to destroy the opposing summoner. Each faction has a unique deck and playstyle—from stealthy shadow elves and trickster goblins to lightning-wielding mountain folk, geomancy dwarves, swamp marauders, and mind-bending benders—and uses spells, summoned walls, portals, and unit abilities to control space and manipulate enemy forces. Play emphasizes hand and board management, tactical movement and combat, and timely casting of magic; victory occurs by eliminating the opponent’s summoner.
- Players
- 2–4 best 2
- Playing time
- 30–60 min
- Age
- 9+
- Complexity
- 2.5 / 5
About the game
- Design
- Publisher
Expansions
See them in Ludoya
Summoner Wars: Fallen Kingdom Faction Deck2010
Summoner Wars: Vanguards Faction Deck2010
Summoner Wars: Jungle Elves Faction Deck2011
Summoner Wars: Cloaks Faction Deck2011
Summoner Wars: The Filth Faction Deck2012
Summoner Wars: Mercenaries Faction Deck2012
Summoner Wars: Rukar's Power Reinforcement Pack2010
Summoner Wars: Grungor's Charge Reinforcement Pack2010
Summoner Wars: Goodwin's Blade Reinforcement Pack2011
Summoner Wars: Hawk's Strike Reinforcement Pack2011
Summoner Wars: Phoenix Elves – Second Summoner2013
Summoner Wars: Guild Dwarves – Second Summoner2013
Summoner Wars: Bellor's Retribution Reinforcement Pack2012
Summoner Wars: Tundra Orcs – Second Summoner2013
Summoner Wars: Cave Goblins – Second Summoner2013
Summoner Wars: Piclo's Magic Reinforcement Pack2012
Summoner Wars: Taliya's Spirit Reinforcement Pack2012
Summoner Wars: Saella's Precision Reinforcement Pack2012
Summoner Wars: Fallen Kingdom – Second Summoner2013
Summoner Wars: Vanguards – Second Summoner2013
Summoner Wars: Khan Queso2010
Summoner Wars: Sairook2010
Summoner Wars: Khexhu2011
Summoner Wars: Cloaks – Second Summoner2014
Summoner Wars: Jungle Elves – Second Summoner2014
Summoner Wars: Sand Goblins – Second Summoner2016
Summoner Wars: Bodgan2012
Summoner Wars: Swamp Orcs – Second Summoner2016
Summoner Wars: Mountain Vargath – Second Summoner2016
Summoner Wars: Benders – Second Summoner2016
Summoner Wars: Deep Dwarves – Second Summoner2016
Summoner Wars: The Filth – Second Summoner2016
Summoner Wars: Shadow Elves – Second Summoner2016
Summoner Wars: Mercenaries – Second Summoner2016Plays with
See them in LudoyaWhere to buy it
Shop prices and second-hand copies, checked every day.
On Ludoya's tables
Full stats in Ludoya- 77
- Plays logged
- 24
- Players
- 42m
- Average play
- 21
- In collections
- 4
- On wishlists
6.4/10
from 19 Ludoya reviews
Evan5.9 This gives me everything I've ever wanted out of Magic cards but in a non-collectable format. When I was a magic junkie, I used to imagine in my head my army of creatures maneuvering around my opponent's defenses and barriers. Summoner wars comes one step closer to visualizing that thanks to the card grid, where you actually ARE maneuvering around your opponent's defenses. It's almost a miniatures game in terms of it's tactical aspect, but unlike a miniatures game, these cards allow for simple yet complicated abilities that you and your opponent can see right in front of you. As much as I love Heroscape, there are times I don't even worry about the abilities of my opponent's guys just because I'm too impatient to have them read out the card to me from the other end of the table unless it's super relevant to the current combat. There are cool addon packs that add a minor deckbuilding aspect to the game, which are a great idea, but each time I tinker with the deck I feel like I'm making it less effective than it was out of the box. I will say it uses dice for combat, which brings along the sort of randomness that can end your game even if you make every choice correctly. On the whole I don't like using dice in games, but I've learned to allow myself to not be upset when they ruin the best laid plans in these sorts of games. :star: Art, Iconography and components functional :star: Clever or interesting mechanisms :star: Reasonably low downtime between turns with mildly AP players :star: Multiple plays stay interesting :nostar: Low or mitigatable luck elements :star::star::star::nostar::nostar: Raw enjoyment
Rules questions
Answered from the rulebook by Ludoya's rules assistant.
Do I always draw up to 5 cards at the start of my turn even if I already have cards?
At the Draw phase you draw until you have 5 cards in hand (i.e., draw up to a hand size of 5); if you already have 5 or more you do not draw (page 9).
When I summon a unit where exactly do I place it?
When you pay a unit's summon cost you place it orthogonally adjacent to a Wall on the battlefield (Summon phase rules) (page 9).
How many units can I move and can they move through other pieces or diagonally?
During your Move phase you may move up to 3 units, each up to 2 spaces; you cannot move diagonally (unless an ability says otherwise) and you cannot move through occupied spaces (page 10; page 16 for diagonal exception).
Can ranged units shoot around corners or through other cards, and how far can they shoot?
Melee (sword) attacks must target an adjacent card; ranged (bow) attacks must be in a straight line up to 3 spaces and are blocked by any intervening cards, so they cannot shoot around corners or through blocking cards (pages 11–12).
If a unit is destroyed where does that card go?
When a card is destroyed it is placed in the Magic Pile (the destroyed card handling and Build Magic phase are described in the attack resolution rules) (page 13; see also discard/destroy pile terminology on page 15).
Can I move after I attack, or attack then move?
No; the Turn Sequence is Draw → Summon → Events → Move → Attack → Build, so movement happens before attacks and you cannot move after attacking unless a special ability or an 'any-time'/free-move effect allows it (pages 8, 16).
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Game facts (players, playing time, age, credits) from BoardGameGeek.












