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Demons: The Game Of Evil Spirts box art
1979 Ranked #21,362

Demons: The Game Of Evil Spirts

Maneuver forces across tactical or historical battle maps.

Wargames Fantasy Medieval Events Grid Movement

Players

1-4

Play time

60-120 min

Age

12+

Complexity

2/5

Rating

5.56

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.4/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

(from the instruction manual) Demons is a game of demonic conjuration and treasure hunting for one to four players based on the medieval and ancient manuscripts comprising the "Lamegeton." The players take the roles of magicians questing after treasure in medieval Armenia.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

(from the instruction manual) Demons is a game of demonic conjuration and treasure hunting for one to four players based on the medieval and ancient manuscripts comprising the "Lamegeton." The players take the roles of magicians questing after treasure in medieval Armenia. The "mortal powers" of Armenia automatically pursue the magicians whose major defense is their ability to conjure fearsome demons. (paraphrased from the Historical Notes section of the instruction manual) The basic story of the key of Solomon holds that when Solomon was building the first temple in Jerusalem, one of his workers was seized by an evil spirit. The archangel Michael appeared and delivered to Solomon a magical ring which gave him the power to command all spirits. Solomon commanded the spirits into a brass vessel, which he sealed and cast into a lake in Babylonia. Solomon had foreseen the possibility of the demons being released again and had prepared a testament detailing the various rituals and instruments that could be prepared by any person to command the spirits once more. This power was to have been used for curing disease and preventing harm, but when printed examples appeared again in the 17th century the emphasis had switched to the finding of treasure and personal gain by the magician instead.

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
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Player resources

Rulebooks, player aids, FAQs, and solo resources.

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Game and edition data

All specifications (5)

Play and group

Players
1–4
Best with
1
Play time
60–120 min
Age
12+
Complexity
2.0/5
Credits and catalog connections

Credits

Designers

1
Jim Dunnigan

Artists

2
Howard Chaykin Redmond A. Simonsen

Publishers

1
SPI (Simulations Publications, Inc.)

Linked items

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