Alt text: Cover of "Wizard's Quest" board game featuring a majestic castle on a cliff with mountains in the background and a dragon flying above.
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Wizard’s Quest (1979)

Wizard’s Quest

“Wizard’s Quest” is a fantasy board wargame published by Avalon Hill in 1979. Designed by Willis Carpenter, Garret Donner, Mick Uhl, and Michael Steer, the game is set in the fictional island kingdom of Marnon, where two to six players vie for control over the land. The game has received positive reviews for its simplicity and quality components.

Why is Wizard’s Quest Popular?

“Wizard’s Quest” stands out among fantasy wargames for its unique Gameplay Mechanics of Wizard’s Quest and non-combat win condition. Instead of focusing solely on combat, the game incorporates a treasure hunt element, where players aim to rescue their lost treasures. Additionally, the game includes non-playable characters (NPCs) such as the Dragon and the Wizard, which add unpredictability and strategic depth to the game.

Game Components of Wizard’s Quest

  • Foldout map of Marnon, divided into 36 numbered territories and eight castles
  • Rulebook
  • 2 six-sided dice (one white, one red)
  • 35 Petition cards
  • 92 Counters (1 Wizard, 1 Dragon, 90 Orcs)
  • Six armies of 52 plastic tokens in six colors, each including:
    – Hero
    – Mage
    – Three treasures (Crown, Chest, Ring) and a “fake” treasure
    – 40 square-based soldiers (one unit each) and 6 round-based soldiers (five units each)

    How To Setup Wizard’s Quest

    To set up the game, each player chooses an empty castle. Orcs are placed in empty castles and some territories. Players then place a soldier on an empty territory until no empty spaces remain. Each player randomly receives three treasures and a fake treasure from other players, which they hide on the board, ensuring they are not in castles or spaces occupied by the owning player.

    Gameplay Mechanics and Game Objective

  • Game Objective: The first player to reclaim all three of their treasures wins.
  • Gameplay Mechanics:
    – Players take turns attacking occupied spaces to search for their treasures.
    – A wizard (beneficial) and a dragon (harmful) randomly appear on the board each turn.
    – Players can draw from a deck of incident cards at the start of their turn, which can have positive or negative effects.
    – Bands of orcs roam the board, causing problems.

    Player Experience

    Wizard’s Quest is described as a fun and interactive game with a lot of variables, making each game unique. Players appreciate the simplicity of the rules and the high level of player interaction, which can make the game as cutthroat or calm as the group prefers. The game is likened to other classics like *Risk* and *Cosmic Encounter* in terms of its dynamic nature.

    Pros

  • Simple and easy-to-understand rules
  • High player interaction and variability in each game
  • Excellent quality of game components
  • Suitable for a range of player personalities (cutthroat or calm)

    Cons

  • Some players find the artwork on the counters nondescript
  • Can be complex for very young players due to the number of variables

    Personal Thoughts on Wizard’s Quest

    Wizard’s Quest is ideal for those who enjoy light, fantasy-themed wargames with a strong focus on player interaction. It’s perfect for groups of friends or family members looking for a game that offers a mix of strategy and luck. While it may not be the best fit for very young players due to its complexity, it remains a fun and engaging game for adults and older children who enjoy strategic gameplay and a bit of randomness.

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