Sorcerer (board game)

In addition, sorcerers can summon a vortex, which moves randomly, damaging or destroying units it encounters while also creating new vortices.

[1] The game box contains:[2] The game offers a number of scenarios for various numbers of players:[3] Victory points are generated by capturing enemy forts, controlling the most cities, and by converting white spaces to the player's color.

Simonsen also created the graphic design, while artwork was provided by Larry Catalano, Gwen England, Manfred F. Milkuhn, and Linda Mosca.

"[3] In the May 1976 edition of Airfix Magazine, Bruce Quarrie warned that the learning curve for the game was steep, saying, "While the rules are being learnt, Sorcerer will be a ponderous, slow-moving game, a sort of sorcerer's apprenticeship as the spells are being mastered.

Once learned, however, the game moves quickly and the rules are remarkable clean and free of ambiguities.

"[9] And in Issue #8 (October–November 1976), Linda Brzustowicz was a bit more nuanced, saying, "I found Sorcerer to be an enjoyable game.

"[10] In his 1977 book The Comprehensive Guide to Board Wargaming, Nicholas Palmer noted that some scenarios were not well-balanced, but overall felt that "The counters are splendidly varied in numerous colours, and the game is refreshingly different.

"[12] In the August 1978 edition of Dragon, although Jim Ward found the game could be enjoyable, he had issues with the combat resolution tables, which he thought were overly complicated.

On the one hand, the basic premise — colored hexes, conjured units, teleportation — are different enough to be confusing.

Sorcerers must expend movement points to accomplish tasks — a procedure similar to that of StarSoldier or even Sniper!"

Freeman gave this game an Overall Evaluation of "Fair to Good", concluding, "Once the system is grasped, the presence of optimum strategies makes play stereotyped.

Cover art of boxed set