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?
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.
Alliances
Players can cooperate through temporary or formal partnerships while pursuing victory.
Dice Rolling
Roll dice to introduce uncertainty into actions, production, movement, or resolution.
Grid Movement
Move pieces between adjacent spaces on a regular grid.
Events
Triggered events alter the shared state, rules, or available choices.
Hexagon Grid
Use a hexagonal map where each space connects evenly in six directions.
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.