Summoner Wars (Second Edition)
Overview
Summoner Wars is a tactical card game for 2 players where each player controls a unique faction led by a powerful Summoner. Players summon units onto a battlefield grid, maneuver them into position, and attack to destroy the opponent’s Summoner. The second edition features updated factions, streamlined rules, and vibrant new art by Martin Abel.
Components
- 1 Battlefield board (6x8 grid)
- 2+ Faction decks (each containing a Summoner card, unit cards, event cards, and reference card)
- Wound tokens
- Magic pile area
- Dice (6-sided)
- Rulebook
Setup
- Place the battlefield board between both players.
- Each player selects a faction and takes its complete deck.
- Separate your Summoner card and place it on your designated starting space.
- Place starting units on their designated spaces as shown on the faction reference card.
- Shuffle remaining unit and event cards to form your draw deck.
- Draw 5 cards as your starting hand.
- Determine first player randomly.
Turn Structure
On your turn, perform these phases in order:
1. Draw Phase
Draw until you have 5 cards in hand. If your deck runs out, shuffle your discard pile to form a new deck.
2. Summon Phase
Play unit cards from your hand onto any unoccupied space adjacent to a wall you control. Pay the summon cost by discarding cards from your magic pile equal to the unit’s cost.
3. Event Phase
Play up to 1 event card from your hand, resolving its effects immediately.
4. Movement Phase
Move up to 3 of your units. Each unit may move up to 2 spaces orthogonally (not diagonally). Units cannot move through occupied spaces.
5. Attack Phase
Attack with up to 3 of your units. Each attacking unit rolls dice equal to its attack value against one adjacent enemy unit (orthogonally adjacent only). Each die showing 3 or higher scores 1 hit. Place wound tokens on the target. When wounds equal or exceed a unit’s life value, it is destroyed.
6. Build Magic Phase
Place up to 2 cards from your hand face-down into your magic pile. These cards serve as currency for future summons.
Actions
- Summon: Place units from hand onto the board adjacent to your walls; pay magic cost.
- Play Event: Use 1 event card per turn for special effects.
- Move: Move up to 3 units, each up to 2 spaces orthogonally.
- Attack: Attack with up to 3 units; roll dice equal to attack value; 3+ = hit.
- Build Magic: Add up to 2 hand cards to your magic pile.
Unit Abilities
Many units have special abilities that trigger under specific conditions (when summoned, when attacking, when destroyed, etc.). Champion units are powerful but cost more magic to summon.
Scoring / Victory Conditions
You win immediately when you destroy the opposing Summoner. There is no point system. The game is a direct elimination contest.
If both players’ Summoners are destroyed simultaneously (extremely rare), the attacking player wins.
Special Rules & Edge Cases
- Walls: Each player starts with 3 walls on the board. Walls are used as summoning gates. If a wall is destroyed, it cannot be replaced unless a card ability allows it. Walls have their own life values.
- Champions vs Commons: Champion units are more powerful and expensive. Each faction has unique Champions with special abilities.
- Magic Pile: Cards placed here are spent (discarded) to summon units. Destroyed enemy units are added to your magic pile, providing resources.
- Hand Limit: There is no maximum hand size. You always draw up to 5 at the start of your turn.
- Line of Sight: Ranged units can attack non-adjacent enemies. Line of sight is traced orthogonally/diagonally and blocked by other units.
- Dice Rolling: Only 6-sided dice are used. A result of 3, 4, 5, or 6 = 1 hit. Results of 1 or 2 = miss.
- Simultaneous Destruction: If your attack would destroy an enemy but a triggered ability destroys your unit first, resolve the trigger first.
- Deck Exhaustion: When your draw deck is empty, shuffle your discard pile. If no cards remain to shuffle, you simply cannot draw.
Player Reference
| Phase |
Action |
Limit |
| Draw |
Draw to 5 cards |
Once per turn |
| Summon |
Play units, pay magic |
Any number of units |
| Event |
Play event card |
1 per turn |
| Move |
Move units 0-2 spaces |
Up to 3 units |
| Attack |
Roll dice vs adjacent enemy |
Up to 3 units |
| Build Magic |
Place cards in magic pile |
Up to 2 cards |
Hit: Die result of 3+ = 1 wound
Victory: Destroy the opposing Summoner