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Demons: The Game Of Evil Spirts box art
Rich game profile

Demons: The Game Of Evil Spirts

(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 "m...

Players

1-4

Time

60-120

Age

12+

Weight

2

Rating

5.56

Should this hit the table?

Quick read before the metadata.

Moderate level of direct confrontation and strategic depth, with high frequency of interaction. Limited emphasis on cooperation.

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 2.5

Luck-sensitive

Table feel

Moderate level of direct confrontation and strategic depth, with high frequency of interaction. Limited emphasis on cooperation.

Replay value

The game has a high replayability score due to its high variability, strategic depth, and adaptability to different player counts. The presence of expansions adds to the replay value, while the moderate ease of learning allows for continued enjoyment and discovery of new tactics and strategies.

Luck profile

The final luck score for Demons: The Game of Evil Spirits is 5, indicating a balanced mix of luck and strategy. Random elements have a notable but not exclusive impact on the game outcome, and players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

What ABG knows about this game

(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

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Commerce mapping

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Credits

People and publishers

Designers

1
Jim Dunnigan

Artists

2
Howard Chaykin Redmond A. Simonsen

Publishers

1
SPI (Simulations Publications, Inc.)

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