SKU: 50056590490

Archmage

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Description

ArchmageA few magically talented individuals, their devoted followers in tow, have been drawn from their villages across the twisted wilderness to the Ruined City. At the very heart of the city, the cursed Tower of Magic rises into the broiling clouds. From this vantage the Archmage and her Order of Mages ruled these lands for an Age, drawing together the warring magics of the mythic races into one all powerful and cohesive force. That was, of course, before

A few magically talented individuals, their devoted followers in tow, have been drawn from their villages across the twisted wilderness to the Ruined City.

 

At the very heart of the city, the cursed Tower of Magic rises into the broiling clouds. From this vantage the Archmage and her Order of Mages ruled these lands for an Age, drawing together the warring magics of the mythic races into one all-powerful and cohesive force. That was, of course, before The Ending.

 

The Ruined City is now home to but a fragment of the mythic races that once served the Archmage and her Order. And until now, no human has dared step foot in these forsaken streets. The newcomers, of human stock, are the descendants of the ancient Mages, now outcasts living in camps in the farthest reaches of the lands. Unusual shows of power in their home villages have already gathered them small but enthusiastic bands of followers. And now they have travelled to meet with representatives of the mythic races, to seek their wisdom and magical secrets.

 

The mythic races are the keepers of six very different spheres of magic, with very different abilities. It was only the power of the Archmage that long ago found ways to combine the spheres and gain higher and higher levels of magic. Now, much of the magic of the mythic races is lost, and the newcomers, having come so far, are told they must now travel the lands to reclaim lost relics sacred to the races. It seems the journey to absolute magical power has only just begun...

 

Archmage is a euro-thematic hybrid, where players take on the role of fledgling Mages, traveling the lands to recover ancient relics, gather followers, and train apprentices in six spheres of magic and beyond. As the power of their Order grows, they will pit apprentices against each other, and attain unheard of spells and magical powers, building their own Mage tower to watch over the lands and weave their magics.

 

When the time of reckoning comes, a new Archmage will rule.

 

Each turn is formed of two phases:

 

  1. The Journey: A Mage travels across the map (formed of hex tiles): discovering new locations; deploying followers to gather relics from Ruins, Libraries, Sacred Glades, and other locations sacred to each of the mythic races; and encountering and dealing with the followers of their opponents.
  2. Journey's End: A Mage will finish each Journey in a specific location where they can perform a specific action.
  • Ending a Journey on a Town will let the Mage call on their Followers to deliver the relics and resources they have gathered.
  • Ending in a Settlement (where the spurned descendants of the Mages fled after the Ending) will let a Mage recruit more Followers to their Order.
  • Ending with a Mythic Race will let the Mage train Followers as Apprentices specialising in the magic of that Mythic Race (at a cost of the Relics with which the magic must be weaved).
  • Ending in the Wilderness will let the Mage's followers take more physical control over the area.
  • Ending in the Mage's Tower (once it has been built), will let the Mage train and test their Apprentices. On the floor of the tower (player board) is a mandala in which the Apprentices stand. Moving apprentices on the mandala will change the sorts of spells the Order has access to. Testing apprentices sees one apprentice advance to a higher level and allows an Order to discover new spells and magics beyond what any of the Mythic Races could individually know, and to add to those magics to their spell library.

Spells provide Mages with a range of options for strategic and tactical play. Archmage has a modular spell system, with 18 spells included in the base game, and expansions planned to add more sets. Spells are used by expending a cost in Relics, the magical currency of the game that is unique to each mythic race.

 

The game is played over a number of turns, depending on the player count. After the last turn, the Mage with the most powerful Order of Mages, is declared the new Archmage and power is restored to the lands... until the next time!

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SKU: 50056590490

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Reverend Skull
Pawtucket, US
★★★★★ 3
for Simpson fans
Format: Hardcover
If you're a fan of the Simpsons' neighbor, this will certainly tickle your funnybone. Good old left-handed Ned tells and shows all, God bless him.
WAS THIS REVIEW HELPFUL?YesReportShare
Reviewed in the United States on April 20, 2009
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Holly S.
Alexandria, US
★★★★★ 4
Fun
Format: Paperback
A ton of fun for The Simpsons fans.
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Reviewed in the United States on May 1, 2024
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Verified Purchase
Ghost Mutt
New York, US
★★★★★ 3
eh
Format: Paperback
IT's not bad at all but they're other "The Simpsons" comic books are way better. I really recommend "Belly Buster" or "Madness" from The Simpsons collection.
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Reviewed in the United States on October 6, 2013
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Adam
Chelsea, US
★★★★★ 5
It is so cool.
Format: Paperback
I like it.
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Reviewed in the United States on March 17, 2025
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mwreview
Battle Creek, US
★★★★★ 4
"I very nearly singed my bone!"--Melvin Van Horne
Format: Paperback
Another fun-packed issue of Simpsons Comics. This is the 15th issue I've bought and, with only a couple of exceptions, they are all as funny and entertaining as the television show. I've read them all multiple times. This issue is perfect for the Sideshow Mel fan because he is featured in a short that documents how and why he became Sideshow Mel and he is also the hero in another comic. Jimbo Jones fans will like the short about how he became a bully (he wasn't always one). Dr. Hibbert also has a short feature. Here's what this issue has to offer: "Simpson/Sideshow Sibling Smackdown": Cecil Terwilliger and Lisa have something in common--they can't escape from the shadows of their attention-grubbing older brothers. Can they find a rapport even as one is intent on destroying the other? "A Recipe for Disaster"--Marge needs a new dish for the church social pot luck and tries recipes written by "Springfieldian citizens of questionable character." "Homer's Run"--Bart becomes owner of a demanding falcoln ("I have to do everything for him. What a stupid bird") while Homer signs up for early retirement on the Hawaiian Island Garbagio--which looks (and smells) just like it sounds. "Secret Origin of Sideshow Mel"--The background story of how and why Melvin Van Horne became Krusty's sidekick (you won't believe what Mel's occupation was before he replaced Sideshow Bob). "Day of the Nerd"--Lisa finds out the truth about NASA's exploration of Mars. Meanwhile, the other geeks of Springfield compete in feats of nerdome to win the inheritance of the largest collector of TV/movie&comic book memorabilia. Interesting and unique but jumps around a lot. "Bummer Vacation"--Short about Bart's summer (his batting swing looks totally wrong) and then writing a report on it that Mrs. Krabbapal doesn't believe. "Laughter is the Worst Medicine"--Homer competes in a competitive eating contest, "The Gorge in the Gorge." As Krusty says, "Chewing is for losers! Once you swallow, it's the colon's problem." After eating the final hot dog, something goes horribly wrong. Meanwhile Krusty gets a real doctor's degree instead of an honorary one and sick people start lining up at his door. "Down Home Doctorin' Time with Doctor Julius Hibbert"--Short about Dr. Hibbert as a TV doctor forced to change the style of his show to get better ratings. Ends very abruptly. "The Permanent Record Room!"--Principal Skinner shares some stories (school stories, not war stories). (1) "Pranks But No Pranks"--Bart plays a joke on Groundskeeper Willie which has the janitor believing he's a superhero. (2) "And the Beatings Go On"--The origin of Jimbo Jones. No, he wasn't always a bully. (3) "Truant or False"--Lil' Homie gets hooked up with a young miscreant(who would grow up to become a prominent figure in Springfield). Homer thinks he's learned a valuable lesson from the breif time he spent with this rebelious kid, but perhaps it is the rebel who changes his ways. Sidenote: they wouldn't have had Noiseland Arcade if this comic was accurate. Homer's mother is in this comic and she left the family in 1969. "The Many Faces of Bob"--Sideshow Bob is released from prison but is hit by a Duff Beer truck on his way out and has to undergo plastic surgery. Bart and Lisa try to figure out who Bob could be posing as before he gets his revenge on Bart. "Homer vs. The Raccoon I & II"--I'm not sure why this was divided into two parts; it's just an 8-page short. Anyway, Homer tries to capture a raccoon that has been going through his trash.
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Reviewed in the United States on November 28, 2007

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