Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Harder to teach
High replayability
Highly interactive
Scales well
Deep strategy
How it plays
How does it play?
Based on Michael Moorcock's Elric series, this wargame attempts to bring the various nuances of the novels together. War, politics, magic, and the balance between Chaos and Law are all simulated.
Core mechanisms
Key systems that shape the decisions players make.
Area Movement
Move pieces between connected regions rather than along individual spaces.
Dice Rolling
Roll dice to introduce uncertainty into actions, production, movement, or resolution.
Movement Points
Spend a movement allowance across spaces with different costs.
Events
Triggered events alter the shared state, rules, or available choices.
Combat Results Table
Compare opposing strength as a ratio, then consult a table to resolve combat.
Read the full game description
Based on Michael Moorcock's Elric series, this wargame attempts to bring the various nuances of the novels together. War, politics, magic, and the balance between Chaos and Law are all simulated. While armies, as in most wargames, are essential, individual characters also play a vital role. Magic is also important as spell casting affects the cosmic balance between Chaos and Law. There are 6 scenarios provided for 1 to 4 players plus an encouragement to create your own. All in all a very faithful rendition of the books.