Description
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- Game in English
- Number of players: 1 - 4
- Duration: 60 - 120 min
- Suggested Age: 14+
A few magically talented individuals, their disciples devoted to the cause, have been drawn from their villages across the winding desert to the Ruined City.
At the very heart of the city, the cursed Tower of Magic rises into the burning clouds. From this vantage point, the Archmage and his Order of Mages have ruled these lands for an eternity, gathering the warring magics of the mythical races into one all-powerful, cohesive force. That was, of course, before the end.
The Ruined City is now just a fragment of the mythical races that once served the Archmage and his Order. And until now, no human has dared to set foot in these abandoned streets. The newcomers, of human descent, are the descendants of the ancient Mages, now outcasts living in camps on the fringes of the lands. Unusual displays of power in their home villages have already gathered small bands of enthusiastic followers. And now, they have traveled to meet the representatives of the mythical races, to seek their wisdom and magical secrets.
The mythical races are the guardians of six very different magical spheres, with widely varied abilities. Only the power of the Archmage long ago found ways to combine the spheres and achieve increasingly higher levels of magic. Today, much of the mythical races' magic is lost, and the newcomers, having come so far, are told that they must now travel the lands to recover lost and sacred relics for the races. It seems the journey to absolute magical power has only just begun...
Archmage is a euro-themed hybrid, where players take on the role of young mages, traveling the lands to recover ancient relics, gather followers, and train apprentices in six spheres of magic and beyond. As their Order's power grows, they will pit apprentices against each other, and attain unheard-of spells and magical powers, building their own Mage Tower to oversee the lands and weave their magic.
When the time of judgment comes, a new Archmage will reign.
Each turn consists of two phases:
The Journey: A mage travels across the map (formed of hexagonal tiles): they discover new places, deploy followers to gather relics in ruins, libraries, sacred blades, and other sacred places for each of the mythical races, and meet and deal with the followers of their adversaries.
End of the Journey: A mage will finish each journey in a specific location where they can perform a specific action.
At the end of a journey in a city, the mage can ask their disciples to deliver the relics and resources they have collected.
Ending in a settlement (where the rejected descendants of the mages fled after the end) will allow the mage to recruit more followers for their order.
By ending with a mythical race, the mage can train followers as apprentices specialized in the magic of that mythical race (at the cost of relics with which the magic must be woven).
Ending in the Wilderness will allow the mage's disciples to take more physical control over the area.
The Mage Tower (once built) will allow Mages to train and test their apprentices. On the tower floor (game board) is a mandala in which the apprentices stand. Moving apprentices on the mandala will change the types of spells the Order has access to. By testing apprentices, an apprentice levels up and allows the Order to discover new spells and magics beyond what each of the mythical races might individually know, and to add these magics to their spell library.
Spells offer Mages a range of options for strategic and tactical play. Archmage features a modular spell system, with 18 spells included in the base game, and planned expansions to add other sets. Spells are used by spending a cost in Relics, the game's magical currency that is unique to each mythical race.
The game is played over a number of turns, depending on the number of players. After the last turn, the Mage with the most powerful Order of Mages is declared the new Archmage and power is restored to the lands.
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