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SPELLMAKER

by Don Lowry


This is one of six new games being published by Heritage Model, Inc. (owners of Battleline Publications) under the name, Gametime Games. It is a simple, fantasy board game for two to four players, ages eight and up. Each player is a powerful wizard who, from his enchanted tower, casts spells and plans strategy to gain control of an innocent princess and move her to his castle. The 23"-square, mounted, full color mapboard shows an area of an enchanted land. Much of it is covered by an impenetrable mist and forest. Habitable "domains" on which the pieces may he situated are shown as open areas containing cottages, villages, symbols and names. Wizard's castles are located in the corners of the board.

There are five types of pieces (giant, prince, dwarf, frog and toadstool) each represented by thick, circular die-cut cardboard counters, 7/8" in diameter. After the princess is placed on the central domain, each player places one piece of each type on any unoccupied domain. On his turn, in each domain a player may eliminate all opposing pieces which are weaker than his strong s piece in that domain. (Giants kill princes, princes kill dwarves, dwarves kill frog., and frogs kill toadstools, however, toadstools poison giants and giants can't kill toadstools.) Killing is optional, and may be selective.

After combat a player may either move or cast a spell. He may move one piece (excluding toadstool., which are immobile) along one pathway to an adjacent domain. If the princess is in the starting domain she may be taken along with the moving piece.

There is a large deck of spell cards and each player begins with from four to six, depending on how many players are playing. He plays these to cast spells with a variety of magic effects, replenishing his hand with new cards after each spell. A spell may be cast to effect one of a player's own pieces or an opponent's piece. "Null" cards may be used to cancel out others' spells. About half of the domains are "magical" domains. A Transfer Spell will move a piece to the first magical domain in any chosen direction. Multiple transfers are possible. The Transform Spell changes one kind of piece into another. The Vanish Spell removes a piece from the board. And the Materialize Spell places a unit on the board. No spell may be cast without playing the appropriate card or cards.

The first player to maneuver the princess to his home castle wins the game. Spellmaker is a simple, fun, family game that can be ideal for introducing newcomers, especially youngsters, to fantasy gaming. It sells for $9.95 and is available from Lawry Enterprises.

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© Copyright 1979 by Donald S. Lowry
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