Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Easier to teach
High replayability
Highly interactive
Player-count sensitive
Deep strategy
More strategic control
How it plays
How does it play?
Lead a complete Guild Dwarf or Cave Goblin faction deck across a tactical grid, summon troops with magic, roll attacks, and destroy the enemy summoner.
Core mechanisms
Key systems that shape the decisions players make.
Grid Movement
Move pieces between adjacent spaces on a regular grid.
Hand Management
Time and sequence a limited hand of cards to preserve future options.
Variable Player Powers
Each player has different abilities, restrictions, or strategic advantages.
Dice Rolling
Roll dice to introduce uncertainty into actions, production, movement, or resolution.
Read the full game description
Summoner Wars: Guild Dwarves vs Cave Goblins is a standalone first-edition starter set containing two complete faction decks, a battlefield, dice, wounds, and the rules needed to play. Every card represents a unit, wall, or event, and cards move directly on the grid as armies maneuver around blocked lanes and vulnerable flanks. On a turn, a player summons units by spending magic, moves up to three units, attacks with up to three units by rolling dice, and may discard cards face down to replenish the magic pile. Destroying enemy cards also earns magic, so every casualty changes both the position and the economy. The Guild Dwarves favor sturdy defenders and siege warfare that tears down walls. The Cave Goblins swarm the board with cheap fighters and relentless numbers. Both sides must protect their summoner while creating a path to the opposing leader; destroy that summoner to win. The decks can also mix with compatible first-edition Summoner Wars sets, but this box is complete for an asymmetric two-player duel on its own.