Wizard's Quest
- Designer Willis P. Carpenter , Garrett J. Donner , Michael S. Steer , Mick Uhl
- Publisher The Avalon Hill Game Co , Klee , Pelito , Schmidt France , Schmidt Spiele
- Illustration Chris White (I) , Ugurcan Yüce
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Start for freeWhat to Expect
In Wizard's Quest, players compete on the island of Marnon to collect three magical treasures first. Orcs repopulate and attack nearby units, while a dragon moves independently eating orcs and men. Players control armies consisting of men, heroes, and sorcerers, with the wizard Peacemaker granting peace and prosperity. The game combines tactical combat with variable phase order and simulation elements.
Who Is This Game For?
Designed for experienced players aged 12 and up who enjoy complex fantasy strategy games. With a playtime around 180 minutes, it's suited for longer gaming sessions. Newcomers should be familiar with Area Movement and dice mechanics. The game requires at least two players and does not support solo play.
How It Works
Wizard's Quest uses Area Movement where pieces move across a map divided into territories. Orcs move automatically and attack indiscriminately, while a dragon also moves and affects the board. Players gather magical items, command troops, and conduct attacks. The variable phase order changes the sequence each round, and dice rolls determine action outcomes, blending strategy with luck.
What Makes It Special
Designed by Willis P. Carpenter and Mick Uhl, Wizard's Quest merges fantasy themes with wargame mechanics like Area Movement and Dice Rolling. Published by Avalon Hill in 1979, it belongs to the 'Theme: Wizards' family. Its unique semi-random movement of opponents such as orcs and dragons sets it apart from traditional wargames.
Pro
- Combination of Area Movement and Dice Rolling offers tactical variety
- Variable phase order increases tension and replayability
- Fantasy theme with wizards, dragons, and orcs
- Long playtime allows for deep strategic planning
Contra
- No solo mode, requires at least 2 players
- Extended playtime around 180 minutes demands patience
- Complexity suited for experienced players
Setting & Atmosphäre
The game is set on the fictional island of Marnon in a heroic fantasy world. The map features numerous territories inhabited by orcs, heroes, and sorcerers vying for control. The theme combines classic fantasy elements like magic, dragons, and warfare.
Tipp für Einsteiger
Focus first on mastering movement and combat basics before exploring advanced tactics.
Häufige Fragen
Can I play this solo?
No, Wizard's Quest is designed for 2 to 6 players and does not include a solo mode.
How long does a game really take?
Gameplay lasts about 180 minutes, suitable for an extended gaming session.
What prior experience do I need?
Familiarity with complex strategy games and mechanics like Area Movement and dice rolling is recommended.
How does this compare to similar games?
Unique is the semi-random movement of opponents like orcs and dragons combined with variable phase order.
Is this suitable for families?
Due to complexity and length, it's better suited for experienced players aged 12 and older than for families with young children.
What mechanic makes it special?
The variable phase order combined with Area Movement and Dice Rolling creates a dynamic gameplay experience.
Fazit
Wizard's Quest is a complex fantasy wargame for players who appreciate tactical depth and long sessions. It is recommended for groups ready to engage in strategic adventure with variable phase order and elements of chance.




















