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Lords & Wizards box art
1977 Ranked #19,942

Lords & Wizards

This fantasy movement-and-combat game has leaders choose a role and alignment, build alliances, and outmaneuver rivals in a magical world. Order, Neutrality, and Chaos create different powers, while battle, betrayal, legends, and disruptions reshape every campaign.

Wargames Economic Fantasy Alliances Events

Players

2-12

Play time

Not listed

Age

?+

Complexity

2.83/5

Rating

5.88

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 2.3/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.6/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 4 specifications

How it plays

How does it play?

From the box: "Mighty, magical holocausts, awe-inspiring Dragons, weird and terrible monsters, military battles on a grand scale. Which of the combatants, Order or Chaos, shall win?

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

From the box: "Mighty, magical holocausts, awe-inspiring Dragons, weird and terrible monsters, military battles on a grand scale. Which of the combatants, Order or Chaos, shall win? And can the forces of Neutrality maintain the precarious balance of power . . . An exciting, fast moving game of movement and combat in a fantastic world, where skill and strategy will decide the winner." From the Introduction: "It is a game of two to six players, each player being represented by a leader in the game. Players must decide before the game starts whether to be a Lord or Wizard. In addition, a player must also decide whether his leader is to follow Order, Neutrality, or Chaos. These three alignments determine the type of leader, and what that leader can do during the game." From the Designer's Notes: "Lords and Wizards is not just a game; it's an experience. There is nothing quite like the feeling of outwitting an opponent on the field of battle, or in setting up grand alliances, or in stabbing allies in the back, or in discovering lost legends, or in dealing with rebellions, or in avoiding the plague, or in being confounded by the weather, or in.well, you see what I mean." Components: 72 page 8.5x11" rulebook, 800 die-cut counters, 28x22" map sheet, 4 cardstock game cards, six-sided die, color FGU catalog folder, FGU order sheet.

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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 (4)

Play and group

Players
2–12
Best with
1–6
Play time
180 min
Complexity
2.8/5
Credits and catalog connections

Credits

Designers

1
Adam L. Gruen

Artists

1
Mike Gilbert (I)

Publishers

1
Fantasy Games Unlimited

Linked items

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