I have a great fondness for Summoner Wars. Six years ago it became my most-played game of all time, prompting me to assemble custom tuckboxes for each of its factions, pen over twenty articles both here and elsewhere, and at one point I even designed a custom faction based on Central European serfdom and manor-dwelling therianthropes. No, you can’t see it.
That said, Summoner Wars had a few problems, many of which only became apparent over time. Its units grew more complicated and text-heavy with each new set, pro-level strategies became increasingly counter-intuitive to ordinary play, and it never sat right with me that one of its premier opening strategies was to cannibalize your own units.
Crystal Clans, from Summoner Wars designer Colby Dauch, plus J. Arthur Ellis and Andrea Mezzotero, in many ways plays like an antidote to some of that game’s biggest errors. But is it enough? Let’s figure that out together.