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Summoner's Isle box art

Summoner's Isle

Players

2-4

Time

40-60

Age

8+

Weight

2.2

Rating

6.28

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

Summoner's Isle has a high level of direct confrontation and strategic depth in confrontation. Players frequently need to pay attention to and react to others' strategies and turns. While there is some level of cooperation required, it is not the main focus of the game. Overall, the game has a good balance of interaction and competition.

Replay value

Summoner's Isle offers a high level of variability with its gameboard, expansions, and strategic depth. The game scales well with different player counts and has a moderate learning curve. Overall, it provides a highly replayable experience.

Luck profile

Summoner's Isle has a moderate influence of luck. Random elements have a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

Description from the designer: The island of Thule, known to most as Summoner’s Isle, is where those with uncommon talents learn to become Summoners, gifted spirit-weavers that use their rare talents to protect the free-folk of the mainland. In ancient times, when humans were nothing more than slaves, the Isle served as the main gateway between Midgard and the Old Worlds. The first Summoners rose up to lead the humans in the battle that pushed the Old Ones back into their own realms, and – at great cost of life – the Summoners closed the gateway. It is believed that the enormous sacrifice of our ancestors is the reason why spirit energy remains so abundant on Summoner’s Isle today. Capable of absorbing spirit energy and using it to call forth wondrous creatures, Summoners travel the land to where they are most needed, to repel raiders, push back the native wild beasts, and – most importantly – to siphon off spirit energy where it starts to gather. For if too much spirit energy pools, it forms a Well, a passageway to the Old Worlds, where monsters and god-like beings still dwell, ready to make Midgard their own again, and enslave humankind once more. ••• In Summoner’s Isle you are an unproven adept, competing in a rite of passage to prove that you have full command over your creatures. To do so you must apply careful strategy, prove yourself in combat and most importantly, demonstrate your ability to absorb large quantities of spirit energy. Only once you have achieved all three will you graduate to the mainland to take your place among the exalted ranks of the Summoners.

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Editions

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Credits

Designers

1
Robbie Munn

Publishers

1
Peculiarity

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