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Rating: 6.7 Good
Players: 2-4 players
Playing time: 30-60 minutes

Official Site: New Section of Summoner Wars in the Plaid Hat Games Official Site

Created by: Colby Dauch, John Ariosa, David Richards, Gary Simpson

Published by: Plaid Hat Games, Filosofia Éditions, Galápagos Jogos


It was Ret-Talus, the lord of the Fallen Kingdom, who found the first Summoning Stone. The stone bestowed its power onto the dark-hearted king, changing him into the first of the Summoners. For a thousand years Ret-Talus went unchallenged as he and his summonings wrought havoc upon the world of Itharia. The power of the stone was so great, that though the world sent entire armies to fight against him, none could defeat Ret-Talus.

It was not until Dane Lightbringer discovered a second Summoning Stone, that Ret-Talus's reign was put in check. The discovery of a second stone gave a new hope to the people of Itharia for not only did it mean that Ret-Talus's power might be countered, but it also meant that the Summoning Stone was not unique. If there were two, surely there were more. Every faction of Itharia began pouring their resources into scouring the world for a Summoning Stone to claim as their own.

More stones were revealed, and more Summoners emerged, but the Summoners of Itharia have failed to unite against their common threat and have instead let old faction rivalries and the desire for more Summoning Stones turn them against one another, and so it is that...

The Summoner Wars have begun!

This entry is currently in flux! All of the forum posts, and linked items are being moved to the individual game entries, with anything sufficiently generic being linked to the Summoner Wars Master Set. All content will be maintained.

Summoner Wars is a fast-playing, action-packed 2-4 player card game. Players take on the role of Summoners: powerful beings who harness the power of mysterious Summoning Stones to lead their race to conquest on the war-torn planet of Itharia. These Summoners wield terrible magic on the battlefield, freezing their foes in place, draining their enemies of power, and even bringing rains of fire down from the heavens.

But most notoriously, they summon their great race's hordes of warriors to the battlefield, to clash in the never-ending struggle for supremacy. A Summoner is both mage and general, and must combine their wizardly might with clever tactics to defeat the enemy Summoner on the opposite side of the battle.

Each Starter Set of Summoner Wars contains 2 complete, battle-ready Factions, ready to jump you and an opponent into the thick of the War for Itharia. Each Faction is a unique race or civilization with its own secret goals, be it wild-eyed Elves bent on revenge, or blood-crazed Goblins who merely want to set the world ablaze. Starter Sets also include everything you will need to play, including a Battle Mat, Wound counters, dice, and a rulebook.

But the war doesn't end there! Summoner Wars is fully expandable with entirely new faction decks such as the hideous Undead of the Fallen Kingdom, or the righteous and knightly Human Vanguards. In addition, each Faction will have its own expansions, adding new warriors, summoners, and abilities to allow for a never-ending mix of combat options and surprises. Expansions will also include Mercenary units - warriors who care nothing for politics and will fight for any side that can afford them!

Summoner Wars uses a simple but deep rules set to capture both the strategy of deck construction and card playing, with the tactics of miniature war games. By purchasing expansions or multiple Starter Sets, players can customize their Faction Decks to suit any style of play and to keep their opponents guessing.

During the game, players summon and move their various warriors about the battlefield using their unique powers and abilities to wreak havoc on the enemy lines. In the course of a game each side will inflict terrible casualties upon the other in their brutal quest for victory.

Retail Price:$70
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Ludo Award Best Card Game Editor's Choice Winner 2012
Golden Geek Best Innovative Board Game Nominee 2010
Golden Geek Best Card Game Nominee 2010
Golden Geek Best 2-Player Board Game Nominee 2010

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Object of the Game

In Summoner Wars you are playing the role of a Summoner. You have been endowed by a Summoning Stone with the ability to call forth mighty warriors and cast powerful spells to aid you in your battle against an opposing Summoner.

The object of the game is to destroy your opponent's Summoner card. When you are the only player with your Summoner card left in play, you win.


  • 1 Rulebook
  • 1 Battlefield Board
  • 5 Six-Sided Dice 20 Wound Markers
  • 225 Cards

Unit Cards

Unit Cards represent the forces, called Units, which make up your army. Everything from your all-important Summoner down to your lowliest Scout, are Units represented by a Unit Card. …

In addition to this Master Set there are 3 other types of Summoner Wars Products Available.

Starter Sets

These contain 2 complete Faction Decks, a paper mat, dice, Wound Markers and a rulebook. Giving you everything needed to duel with 2 ready to play decks.

Faction Decks

These contain 1 complete ready to play Faction Deck.

Reinforcement Packs

These contain Units for a variety of factions as well as Mercenary Units.

Deck Building

In this set all of the Faction Decks are built for you and ready to play. However as you collect more Summoner Wars products you will be able to custom build a deck that fits your personal play style. …

Discard: Whenever the terms 'discard' or 'discard from the Battlefield' are used, the card being discarded is always put face-up into the Discard Pile of the player discarding the card, and not necessarily the player that owns that card.

Destroy: Whenever a card is 'destroyed' it is placed face-down on top of the Magic Pile of the player that destroyed that card, and not necessarily the player that owns that card.

Through: Some movement abilities use the term 'through'. A card is not considered to have moved through another card until it has moved onto and then back off of that card. So for example in Torodin's Trample ability it states: 'Torodin may move through Common Units. Every Unit that Torodin moves through receives 1 Wound Marker. Torodin must end his move on an unoccupied space.' In the case of Torodin's Trample the Unit he is trampling does not receive the wound until Torodin moves onto and then back off of that Unit. …

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