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Swords & Sorcery: Quest And Conquest In The Age Of Magic box art
Rich game profile

Swords & Sorcery: Quest And Conquest In The Age Of Magic

This fantasy wargame is really two games in one. The Army game uses SPI zones-of-control and a combat results table. Forces include elves, dwarves, orcs, spiders, swamp creatures and a host of others set in a fictional valley on a fictional world. Some of the more exotic inclusio...

Players

2-7

Time

?-?

Age

12+

Weight

3.23

Rating

6.97

Should this hit the table?

Quick read before the metadata.

Moderate level of interaction with a mix of direct and strategic confrontation.

Teach 2.1

Teaching signal

Replay 4.0

High replayability

Interaction 3.6

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.0

Luck-sensitive

Table feel

Moderate level of interaction with a mix of direct and strategic confrontation.

Replay value

Swords & Sorcery: Quest and Conquest in the Age of Magic offers a high level of variability in each playthrough, with multiple paths to victory and random elements. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game provides deep strategic possibilities and room for improvement over time. It scales well with different numbers of players and offers an engaging experience regardless of group size. While it may take some time to learn, the depth it offers makes it worth the effort. Overall, it has a strong replayability score of 7.98 out of 10.

Luck profile

The final luck score for Swords & Sorcery: Quest and Conquest in the Age of Magic is 6, 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 moderate role.

Overview

What ABG knows about this game

This fantasy wargame is really two games in one. The Army game uses SPI zones-of-control and a combat results table. Forces include elves, dwarves, orcs, spiders, swamp creatures and a host of others set in a fictional valley on a fictional world. Some of the more exotic inclusions are memorable for their pun value: Unamit Ahezredit, Logarithm Son of Algorithm; places such as the Evelyn Woods and the Stream of Consciousness, as well as the notorious Hills of Avalon; and peoples such as the Corflu (Correction Fluid) Cultists, the (communist) Orcish Revolutionary Council, and the dreaded Killer Penguins. X the Unknown could potentially conjure the SS Wiking Division. The Quest game is concerned exclusively with characters and is akin to a role-playing game. Credited developer is Eric Goldberg. The game appeared with two covers: a blue box with a Tim Kirk illustration and a red box with a John Butterfield illustration. The games are otherwise identical.

Media

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Editions

Versions and regional releases

Edition Year Language Publisher / Region
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Files and documents

Rules, aids, translations

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Credits

People and publishers

Designers

1
Greg Costikyan

Artists

3
John H. Butterfield Tim Kirk Redmond A. Simonsen

Publishers

1
SPI (Simulations Publications, Inc.)

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