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?
Sorcerer is a fantasy wargame. Each player has an army consisting of Sorcerers, human infantry, and magical units (trolls, demons, and dragons).
Core mechanisms
Key systems that shape the decisions players make.
Action Points
Spend a limited allowance of points across several possible actions each turn.
Grid Movement
Move pieces between adjacent spaces on a regular grid.
Rock-Paper-Scissors
Resolve choices through a circular set of strengths and weaknesses.
Simulation
Model a real or imagined system through detailed cause-and-effect rules.
Hexagon Grid
Use a hexagonal map where each space connects evenly in six directions.
Read the full game description
Sorcerer is a fantasy wargame. Each player has an army consisting of Sorcerers, human infantry, and magical units (trolls, demons, and dragons). Sorcerers specialize in types of magic represented by 7 different colors. Sorcerer adds a twist to the old "combat differential" system (attack strength minus defense strength) by adding a circular system of combat bonuses based upon what colors of magic are attacking each other; Blue/Green/Yellow/Grey/Orange/Red/Purple with each color having a strong advantage over it's neighbor to the right (with Purple circling around to have power over Blue) and a disadvantage against it's neighbor to the left, with lessening combat bonuses the further away the color is from itself. Combat bonuses are also given based on map position as the hexes alternate colors of magic instead of representing physical terrain. Attacking from one's own color is good. Several different scenarios are included in the rulebook that range from 1 to 6 players.