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Summoners Wars is a fast-playing, action-packed 2-4 player card game. Players take on the role of Summoners: powerful beings who harness the power of mysterious Summoning Stones to lead their race to conquest on the war-torn planet of Itharia. These Summoners wield terrible magic on the battlefield, freezing their foes in place, draining their enemies of power, and even bringing rains of fire down from the heavens. But most notoriously, they summon their great race´s hordes of warriors to the battlefield, to clash in the never-ending struggle for supremacy. A Summoner is both mage and general, and must combine their wizardly might with clever tactics to defeat the enemy Summoner on the opposite side of the battle.

Each Starter Set of Summoner Wars contains 2 complete, battle-ready Factions, ready to jump you and an opponent into the thick of the War for Itharia. Each Faction is a unique race or civilization with its own secret goals, be it wild-eyed Elves bent on revenge, or blood-crazed Goblins who merely want to set the world ablaze. Starter Sets also include everything you will need to play, including a Battle Mat, Wound Markers, dice, and a rulebook.

But the war doesn´t end there! Summoner Wars is fully expandable with entirely new faction decks such as the hideous Undead of the Fallen Kingdom, or the righteous and knightly Human Vanguards. (New faction coming soon) In addition, each Faction will have its own expansions, adding new warriors, monsters, and abilities to allow for a never-ending mix of combat options and surprises. Expansions will also include Mercenary units - warriors who care nothing for politics and will fight for any side that can afford them!

Summoner Wars uses a simple but deep rules set to capture both the strategy of deck construction and card playing, with the tactics of miniature war games. By purchasing expansions or multiple Starter Sets, players can customize their Faction Decks to suit any style of play and to keep their opponents guessing. During the game, players summon and move their various warriors about the battlefield using their unique powers and abilities to wreak havoc on the enemy lines. In the course of a game each side will inflict terrible casualties upon the other in their brutal quest for victory.

The summoning stones have been found and war is upon you. Carve out your empire - and let your enemies despair!

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It was Ret-Talus, the lord of the Fallen Kingdom, who found the first Summoning Stone. The stone bestowed its power onto the dark-hearted king, changing him into the first of the Summoners. For a thousand years Ret-Talus went unchallenged as he and his summonings wrought havoc upon the world of Itharia. The power of the stone was so great, that though the world sent entire armies to fight against him, none could defeat Ret-Talus.

It was not until Dane Lightbringer discovered a second Summoning Stone, that Ret-Talus´ reign was put in check. The discovery of a second stone gave a new hope to the people of Itharia, for not only did it mean that Ret-Talus´ power might be countered, but it also meant that the Summoning Stone was not unique, if there were two, surely there were more. Every faction of Itharia began pouring their resources into scouring the world for a Summoning Stone to claim as their own.

More stones were revealed, and more Summoners emerged, but the Summoners of Itharia have failed to unite against their common threat and have instead let old faction rivalries and the desire for the power of more Summoning Stones turn them against one another, and so it is that... ... the Summoner Wars have begun!

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Object of the Game

In Summoner Wars you are playing the role of a Summoner. You have been endowed by a Summoning Stone with the ability to call forth mighty warriors and cast powerful spells to aid you in your battle against an opposing Summoner. The object of the game is to destroy your opponent´s Summoner card. When you are the only player with your Summoner card left in play, you win.

Components

• 1 Rule Book
• 1 Battlefield Mat
• 5 Six-Sided Dice
• 40 Wound Markers
• 70 Cards

Unit Cards

Unit Cards represent the forces, called Units, which make up your army. Everything from your all-important Summoner down to your lowliest Scout, are Units represented by a Unit Card.

Anatomy of a Unit Card

• 1. Attack Value: When attacking with a Unit, roll a number of dice equal to that Unit´s Attack Value.

•2. Summon Cost: This is the number of Magic Points you´ll have to spend to bring the Unit onto the Battlefield.

•3. Special Ability: Special rules unique to the Unit.

•4. Range Symbol: Unit Cards with a bow symbol on them can attack cards that are up to 3 clear straight line spaces away. Unit Cards with a sword symbol on them must be adjacent to other cards to attack them.

•5. Unit Name: Champions and Summoners have unique names like Gror or Sneeks. Common Units have generic names like Archer or Fighter. Some Special Abilities and Event Cards will reference Units by name.

•6. Unit Type: There are three different types of Unit Cards: Summoners, Champions, and Commons. Some rules, Special Abilities, and Event Cards will make reference to certain types of Unit Cards.

•7. Life Points: Each colored dot represents 1 Life Point. When attacking, you will place one Wound Marker on a Unit Card for every Hit rolled against that Unit. When a Unit Card has a number of Wound Markers equal to it´s Life Points, that Unit is destroyed.

•8. Character Art: An artistic representation of the Unit. Character Art has no game play effect.

Event Cards

Event Cards represent special events like the casting of a spell or the rallying of your forces. Event Cards are made up of just two parts: The card´s name and its effect on the game.

Event Cards can be played on your turn during your Play Event Cards Phase.

Wall Cards

A Wall Card is a special type of Event Card. Wall Cards do not have a card name or a game effect listed on them; only a picture of a wall and a number of Life Points. Walls are not Units, but can be attacked and destroyed like Units. During the Event Card Phase you can play a Wall Card by simply placing it on any empty space on your side of the Battlefield.

Walls serve two purposes. The first is protection. Walls give your Units something to hide behind and they block your opponent´s movement.

Second; they are a summoning point. When summoning Units to the game they must be placed adjacent to a Wall Card that you control. Walls can be attacked and destroyed just like Units. Be careful, if you control no Walls in play you cannot summon more Units to your aid.

Battlefield

The Battlefield is where the action happens. The two halves of the Battlefield are divided by the thick line down its center. The Battlefield is further divided into card-sized spaces. These spaces will be used for measuring distance and card placement. On either end of the Battlefield are three marked areas for the cards you´ll use during the game: The Draw Pile, the Magic Pile, and the Discard Pile.

Game Setup

1. Unfold the Battlefield and place it on a flat surface between the players with the card piles facing the players.

2. Remove the dice and Wound Markers and place them off the Battlefield in separate piles within reach of all players.

3. Each player chooses a card deck. Each card deck has a unique color and symbol which denotes which cards belong in that deck.

4. Every deck includes a Reference Card to aid the player. Keep this handy.

5. Each player checks their Reference Card and puts their "Starting Setup" cards on the Battlefield as shown on their Reference Card. Each player should place their cards so that they can be read rightside up from their side of the Battlefield. This will help you easily identify which cards you control on the Battlefield.

6. Players shuffle their remaining cards and place them face-down on their Draw Pile section.

7. Each Player rolls a die. The player with the highest roll chooses who will take the first turn. Re-roll ties. The player who takes the first turn of the game must skip their first Draw Phase and can only move with up to 2 Units during their Movement Phase on that first turn.

Turn Sequence

Each turn in Summoner Wars is divided into six phases, which must be played in order.
1. Draw
2. Summon
3. Play Event Cards
4. Movement
5. Attack
6. Build Magic

After a player completes all six phases, it becomes their opponent´s turn.

Phase 1: Draw
Draw cards until you have five cards in your hand (Example: If you start your turn with three cards in your hand you will draw 2 cards). If your Draw Pile is empty, you can no longer draw cards and must finish the game with the remaining cards on the Battlefield (including the Magic Pile) and in your hand.

Phase 2: Summon
During this phase you may summon Units to the Battlefield. To summon a Unit you must pay it´s Summon Cost by spending Magic Points. To spend a Magic Point, remove 1 card from the top of your Magic Pile and place it face-up in your Discard Pile. To spend 2 Magic Points remove 2 cards from the top of your Magic Pile and place them face-up in your Discard Pile, etc. (For example: You want to summon your Goblin Champion Mook to the Battlefield. Mook has a Summon Cost of 5, so to summon Mook you must first remove 5 cards from the top of your Magic Pile and place them face-up on your Discard Pile). Next you must place a summoned Unit on an empty space adjacent to a Wall Card that you control. If you do not have enough cards in your Magic Pile to pay a Unit´s Summon Cost or there are no empty spaces adjacent to a Wall Card that you control, you cannot summon that Unit.

Adjacency
A card is only considered adjacent to another card when it occupies one of the four spaces directly next to that card. Spaces that are diagonally connected to other spaces are not considered to be adjacent.

Phase 3: Play Event Cards
During this phase, you may play Event Cards, including Wall Cards. There is no limit to the number of Event Cards you can play in a single turn. Event Cards are played one at a time and resolve immediately. After playing an Event Card, place that card face-up in your Discard Pile. Note: Some Event Cards state that a certain requirement must be met before the card can be played. You must meet all listed requirements before playing such a card. Note: To play a Wall Card you simply place the card on any empty space on your side of the Battlefield.

Phase 4: Movement
During this phase, you may move up to three of your Units. They may move up to two spaces each. Cards cannot move diagonally. Cards cannot move through spaces occupied by other cards. Cards must end their move on an unoccupied space.

Examples of correct movement

Phase 5: Attack
During this phase, you may attack with up to three different Units that you control on the Battlefield. The Units that you choose to attack with do not have to be the same Units that moved in the previous phase. No Unit can attack more than once per Attack Phase unless an Event or Special Ability directs otherwise. Resolve each attack before moving to the next. When attacking a Unit, if you destroy that Unit, place that Unit Card in YOUR Magic Pile. Not only do you eliminate an enemy, but you gain power from it.

You may attack and destroy your own cards but a Unit cannot attack itself. When attacking with a Unit you must roll using that Unit´s entire Attack Value.

Attacking with a Unit Card that has the Sword Symbol on it: Unit Cards with the Sword Symbol on them can only attack adjacent cards. Spaces that are diagonally connected to other spaces are NOT considered to be adjacent.

Units cannot attack diagonally


Attacking with a Unit Card that has the Bow Symbol on it: Unit Cards with the Bow Symbol on them can attack cards that are up to three spaces away. You can only attack a card that is within a straight line from the attacking Unit Card, either vertically or horizontally; you cannot attack diagonally. You cannot attack a card that is blocked by one or more other cards.

Example of a card blocking a ranged attack

Ranged units must attack in a straight line

Resolving an Attack and building your Magic Pile
To attack, roll a number of dice equal to the attacking Unit´s Attack Value.

There are two types of die results:
• Rolling a 3 or higher is a Hit result.
• Rolling a 2 or lower is a Miss result.

For every Hit result rolled, add one Wound Marker to the Unit Card that is being attacked. The Wound Markers are double sided. If you place the side WITHOUT the 3 on it face-up that represents 1 Wound Marker. If you place the side WITH the 3 on it face-up that represents 3 Wound Markers. If your attack has added enough Wound Markers to destroy a Unit Card, you then place the destroyed card face-down on top of your Magic Pile, thus supplying yourself with more power to summon your Units to the battle on your next Summon Phase. An example of an attack

The Eater attacks a Defender, rolling three dice (The Eater´s Attack Value is 3). One die shows a 2, another die shows a 4, and the last die shows a 6, so The Eater has rolled 2 Hits (the 4 and the 6) on the Defender; adding two Wound Markers to the Defender´s card. Since the Defender only begins the game with 2 Life Points, the attack is enough to destroy it, so the Defender card is placed on top of the Magic Pile of the player attacking with The Eater.

Phase 6: Build Magic
During this phase, you may take any number of cards from your hand and put them face-down on top of your Magic Pile. This builds up your Magic Pile and frees up your hand so that you can draw more cards on your next turn.

Special Abilities

Every Unit Card in Summoner Wars has a Special Ability. Special Abilities ´break´ the rules of the game in some way. Special Abilities take precedence over the regular rules. For example: The rules state that Unit Cards can only move up to 2 spaces each during your Movement Phase. However, Units with the ´Swift´ Special Ability may move an additional space when they are being moved during your Movement Phas

Victory

You are victorious when you are the only player with a Summoner on the Battlefield.

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