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Expansion for Wizard Kings
Wizard Kings: Expansion Armies
Expansion impact
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Fit with your taste
- Published
- 2000
- Players
- 2–7
- Play time
- 120 min
- Reach
- Niche (via base game)
- Evaluations
- 0
How it plays
No rules summary yet for this game.
Main mechanics explained
- Dice rolling: Dice create swing and force you to adapt.
- Spatial puzzle: Fitting shapes together efficiently is the challenge.
Full publisher description
These additional armies provide new units to add diversity and flexibility to your Wizard Kings games. For more information, see the Wizard Kings wiki page. First Edition Army Expansions In the first edition of Wizard Kings , each army expansion included a complete set of blocks for a particular army. The Mercenary armies (Chaos and Werebeast) were exceptions, containing several blocks from each of the seven basic armies so that mercenary units could be distributed as desired. Eldryn (Elves) - also included in base game Jurak (Orcs) - also included in base game Mortod (Undead) Khurdak (Dwarves) Viksyn (Amazons) Wildryn (Barbarians) Ferkin (Warboars) Chaos (Mercenaries) Werebeasts (Mercenaries) Second Edition Army Expansions In the second edition of Wizard Kings , expansion units are sold in a random booster format that includes three new blocks for each of seven armies. (Note that the Ferkin army has been replaced with the new Feudal army in the second edition.). In 2012 the initial Heroes Treasures expansion sets were supplemented by Ancient Kings with an assortment of seven historical armies. Heroes Treasures - Elves, Dwarves, Orcs, Undead, and three human armies: Feudal, Barbarian, Amazon - also included in the base game Ancient Kings - Egyptians, Greeks, Persians, Romans, Huns, Chinese, and Japanese. Expands: Wizard Kings
What this expansion brings
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