
- BGG rank
- BGG #22,298
- BGG rating
- 6.5
Adventure Gaming
- 1–7 players
- 60 min
- Complexity 2.7/5
- 1981

1975
Rules assistance for Sorcerer: The Game of Magical Conflict
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

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Answers come from the official rulebook, with the page to check.
Sorcerer: The Game of Magical Conflict is a board game released in 1975 for 1–6 players, 60 minutes per game, and ages 10 and up. It was designed by Redmond Aksel Simonsen and its main mechanics are Grid Movement, Hexagon Grid, and Simulation.
Sorcerer is a fantasy wargame. Each player has an army consisting of Sorcerers, human infantry, and magical units (trolls, demons, and dragons). Sorcerers specialize in types of magic represented by 7 different colors. Sorcerer adds a twist to the old "combat differential" system (attack strength minus defense strength) by adding a circular system of combat bonuses based upon what colors of magic are attacking each other; Blue/Green/Yellow/Grey/Orange/Red/Purple with each color having a strong advantage over it's neighbor to the right (with Purple circling around to have power over Blue) and a disadvantage against it's neighbor to the left, with lessening combat bonuses the further away the color is from itself. Combat bonuses are also given based on map position as the hexes alternate colors of magic instead of representing physical terrain. Attacking from one's own color is good. Several different scenarios are included in the rulebook that range from 1 to 6 players.
Sorcerer: The Game of Magical Conflict supports 1–6 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Sorcerer: The Game of Magical Conflict is 60 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Sorcerer: The Game of Magical Conflict for ages 10 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Sorcerer: The Game of Magical Conflict has a complexity rating of 2.7 out of 5 from BoardGameGeek players, which makes it a medium-light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Sorcerer: The Game of Magical Conflict belongs to these categories: Fantasy and Wargame. Its main mechanics are Grid Movement, Hexagon Grid, and Simulation. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Sorcerer: The Game of Magical Conflict are: Redmond Aksel Simonsen. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Sorcerer: The Game of Magical Conflict as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.