One thousand years have passed since The Fallen retreated from Hyrathia during the final days of the War of Legends. From where they came and to where they fled no one knows, and "why?" remains the greatest mystery. It has been many years since the Convocation of Wizards convened; the petty wars of the kingdoms not warranting the interference of the wizard council. Many years since greater peace ended the need for a war mage—a Grand Siege Magus—to lead the wizards of Hyrathia into battle.
But now the ancient enemy has returned, bringing war back to all of the kingdoms. Wizards from across the land have been summoned to the Convocation, held at High Emerath, stronghold of the mages. There they gather to take part in an ancient rite known as the Gambit, where the victor becomes the next war mage. Only those wizards with the highest skill in Spells, Incantations, and knowledge of the rare Magical Components can hope to claim the honor of being the war mage. Only one can win the title of Grand Siege Magus!
Wizard's Gambit is a non-collectible card game for 2 to 5 players, ages 8 and up.
In Wizard's Gambit players compete for Spells in a common Spell Pool—contending to gain the powerful advantage each Spell gives, as well as the Spell points needed to win the game.
Spells are claimed by calculated play of Magical Components on each player's turn—but it's not as simple as that; only the final Magical Component played claims the Spell.
Once added to their Spell Book, a player may immediately apply the effects of the Spell if applicable, giving him more power to vanquish their competitors. Each Spell has a point value, which adds up cumulatively to represent their Spell Book's score.
To aid them in the contest, players can also cast Incantations—influential actions that further alter the course of play, helping both to claim Spells and vanquish opponents. Several Incantations have special effects that can provide game winning combos for players that have the right bit of luck and a good mind for strategy!
The ultimate option for players is to invoke the highest power—the Gambit, a card which can be used to secure a player's claim on a Spell or thwart opponents by canceling their Spell Book powers. But watch out! Other players can use their Gambits to stop you—and ruin your strategic power play!
The first player to reach a Spell point total of ten (10) points wins the game and is proclaimed Grand Siege Magus!
Are there errors or omissions in this product information? Got corrections? Let us know at