Swords & Sorcery: Quest and Conquest in the Age of MagicPlayers
2 - 7
Play Time
180 minutes
Mechanics
  • Action Points
  • Hexagon Grid
  • Role Playing
  • Simulation
  • Variable Player Powers
  • Zone of Control

Swords & Sorcery: Quest and Conquest in the Age of Magic

This fantasy wargame is really two games in one. The Army game uses SPI zones-of-control and a combat results table. Forces include elves, dwarves, orcs, spiders, swamp creatures and a host of others set in a fictional valley on a fictional world. Some of the more exotic inclusions are memorable for their pun value: Unamit Ahezredit, Logarithm Son of Algorithm; places such as the Evelyn Woods and the Stream of Consciousness, as well as the notorious Hills of Avalon; and peoples such as the Corflu (Correction Fluid) Cultists, the (communist) Orcish Revolutionary Council, and the dreaded Killer Penguins. X the Unknown could potentially conjure the SS Wiking Division. The Quest game is concerned exclusively with characters and is akin to a role-playing game.

Credited developer is Eric Goldberg.

The game appeared with two covers: a blue box with a Tim Kirk illustration and a red box with a John Butterfield illustration. The games are otherwise identical.