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You Can Kill Your Own Units for Magic

It's odd, but these images don't actually capture the SW aesthetic all that well.

You can kill your own units for magic.

That’s something I always tell people when I teach them how to play Summoner Wars. Over the past decade, I’ve taught Plaid Hat’s inaugural game to perhaps forty people. In person, that is. Online, the number gets fuzzier. Whether through my match reports, faction discussions, or that one rudimentary strategy guide, whenever somebody mentions they began reading Space-Biff! through Summoner Wars, it warms my heart. Maybe that’s because there aren’t many games I’ve felt such a need to talk about. Which is why, after introducing the phases, the way units move and attack, and the clever magic system, I always share three pieces of advice — because, as this game’s advocate, there’s nothing I’d want less than to stomp a newcomer. One, you should try to block the spaces around my walls. Two, keep in mind that units also cost the magic you aren’t gaining by discarding them. And three, you can kill your own units for magic.

Ten years later, with even its would-be successor dead and gone, I want to talk about Summoner Wars one last time.

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Alliances Mega #3: Sandy Graves

Greenish-grey vs. Greenish-grey.

In Summoner Wars: Alliances, this battle has been brewing for a while now — two battles, actually, now that I think about it. Sure, it’s the fight between the Deep Benders, which I suspect is a sort of yoga squat, and the Sand Cloaks, which sounds bonkers itchy. Just shake them out, y’know? And stop tracking all that sand all over the carpet.

More importantly, it’s the fight between Somerset and Dan. A fight that will leave only one of us left standing. Or at least a fight that will break our stalemate.

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Elsewhere: Summoner Wars Alliances

That polar bear scarf looks like it could bite you. In Itharia, animal ethics are a long ways off. Probably because they just summon new animals all the time.

It was inevitable that I would do a review of Plaid Hat’s latest and greatest, Summoner Wars: Alliances. Not here, however. Oh no. Over at the Review Corner, see.

What’s the Review Corner? Well, it’s like that graffiti-encrusted spot sandwiched between the high school gym and the auto shop. We ditch class, smoke cigs, and trade reviews of board games, eyes peeled all the while for the school cop to come rumbling over in her golf cart. The folks over there were nice enough to ask if I’d do a review now and then, and I answered with a resounding “Okay.” The rest, as some people say (not me), is history.

You can find the review over here.

Alliances Mega #2: Stinking Swamps

Or: green vs. green.

As the next phase in the Summoner Wars continues, with alliances being struck between the sixteen previously-disparate factions, what do you get when the undead Fallen Phoenix invade the lands of the Swamp Mercenaries?

Whatever else it may be, it’s going to be stinky.

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Alliances Mega #1: Hogar’s Run

I can't overstate how much I dig the mishmash faction symbols. This is so much better than creating outright new symbols for the eight new factions.

Deals have been struck. Some benevolent, some… well. It was always inevitable that once the Summoner Wars began in earnest, the sixteen factions who found themselves in possession of summoning stones would seek alliances, no matter how desperate or ill-motivated. And when it’s between the Tundra Guild and the Cave Filth, that’s one fight you sit back and let run its course.

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