-
Magic: the Gathering
Pokemon
Yu-Gi-Oh!
Flesh and Blood
One Piece Card Game
Dragon Ball Super
Digimon
Other
-
Sleeves
- Dragon Shield Japanese Sleeves
- Dragon Shield Standard Sleeves
- KMC Sleeves
- Ultimate Guard Katana Sleeves
- Ultimate Guard Sleeves Japanese Size
- Ultimate Guard Sleeves Standard Size
- Ultra Pro Eclipse Sleeves
- Ultra Pro Sleeves
Deck Boxes
- Ultimate Guard 100+ Deck Boxes
- Ultimate Guard 80+ Deck Boxes
- Ultimate Guard Arkhive Deck Boxes
- Ultra Pro Deck Boxes
- Ultra Pro M2 100+ Deck Boxes
- Dragon Shield Strong Box
Cases
- Magnetic Cases
- Ultimate Guard Boulder Deck Case
- Ultimate Guard Flip Deck Case
- Ultimate Guard Flip'n'Tray Mat Case
- Ultimate Guard Leatherette Deck Case
Binders
- Dragon Shield Binders
- Ultimate Guard 4-Pocket Binders
- Ultimate Guard 8-Pocket Binders
- Ultimate Guard 9-Pocket Binders
- Ultimate Guard Quadrow Binders
- Ultra Pro Binders
Playmats
Extras
-
New & Upcoming
Hobby Supplies
Lord of the Rings/The Hobbit
Citadel Paints
- Air Paint
- Base Paint
- Contrast Paint
- Dry Paint
- Layer Paint
- Shade Paint
- Spray Paint
- Technical Paint
- Paint Sets
Age of Sigmar
- All Age of Sigmar
- Grand Alliance - Order
- Grand Alliance - Chaos
- Grand Alliance - Death
- Grand Alliance - Destruction
- Beasts of Chaos
- Blades of Khorne
- Daughters of Khaine
- Disciples of Tzeentch
- Flesh-Eater Courts
- Fyreslayers
- Gloomspite Gitz
- Hedonites of Slaanesh
- Idoneth Deepkin
- Kharadron Overlords
- Legions of Nagash
- Lumineth Realm-Lords
- Maggotkin of Nurgle
- Nighthaunt
- Ogor Mawtribes
- Orruks Warclans
- Ossiarch Bonereapers
- Seraphon
- Skaven
- Slaves to Darkness
- Sons of Behemat
- Soulblight Gravelords
- Stormcast Eternals
- Sylvaneth
- AOS Terrain & Scenery
- Battletomes
- Rule Books
Warhammer 40K
- Pre-Orders
- All Warhammer 40k
- 40k Adepta Sororitas
- Adeptus Custodes
- Adeptus Mechanicus
- Astra Militarum
- Blood Angels
- Chaos Demons
- Chaos Knights
- Chaos Space Marine
- Craftworlds
- Dark angels
- Deathwatch
- Death Guard
- Drukhari
- Genestealer Cults
- Grey Knights
- Harlequins
- Imperial Knights
- Imperial Agents
- Leagues of Votann
- Necrons
- Orks
- Space Marine
- T'au
- Thousand Sons
- Tyranids
- Ultramarines
- Codexes
- Datacards
- Rule Books
- 40k Terrain & Scenery
Extra
-
Vallejo Paint Range
- All Vallejo Paints
- Vallejo Paint Sets
- Vallejo Game Color
- Vallejo Model Color
- Vallejo Xpress Color
- Vallejo Liquid Gold
- Vallejo Mediums
- Vallejo Special FX
The Army Painter
- Army Painter Acrylics Warpaints
- Army Painter Effects Warpaints
- Army Painter Metallics Warpaints
- Army Painter Paints
- Warpaints Fanatic
- Warpaints Fanatic Efffects
- Warpaints Fanatic Metallic
- Warpaints Fanatic Wash
Bases
Washes
Spray Paints
Brushes
Sets
Effects/Weathering
Extras
-
Boardgames
- Board Game Pre-Orders
- The Asmodee Collective
- Beyblade X
- Dungeon Drop
- Dice Masters
- Arkham Horror
- Aliens Board Game
HeroClix
- HeroClix Pre-Orders
- Heroclix Marvel
- Heroclix DC Comics
- Heroclix WWE
- Heroclix Star Trek
- Heroclix TMNT
- Heroclix Accessories
HeroClix Singles
- Heroclix Singles
- X-Men the Animated Series The Dark Phoenix Saga
- Heroclix Captain America and the Avengers
Malifaux
- Malifaux Pre-Order
- Malifaux The Guild
- Malifaux Resurrectionists
- Malifaux The Neverborn
- Malifaux The Arcanists
- Malifaux The Outcasts
- Malifaux Ten Thunders
- Malifaux The Gremlins
Mantic Games
- Deadzone
- Dungeon Saga
- Firefight
- Halo Flashpoint
- Hellboy
- Kings of War
- Mantic - Terrain Crate
- The Walking Dead
Steamforged Games
Table Top Games
- Armoured Clash
- Bolt Action
- Bot War
- Battletech
- Dystopian Wars
- Marvel Crisis Protocol
- Flames of War
- Rubicon Models Ltd
- Runewars
- Star Wars Armada
- Star Wars Legion
- Star Wars Shatterpoint
- Star Wars X-Wing
- Victory at Sea
- Warlords of Erehwon
Extras
-
RPG Books
D&D Miniatures
- D&D Figures
- D&D Nolzur's Marvelous Miniatures
- D&D Deep Cuts Pathfinder Battles
- D&D Collectors Series
Dice
-
About Us
Collectibles
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- All Age of Sigmar
- Grand Alliance - Order
- Grand Alliance - Chaos
- Grand Alliance - Death
- Grand Alliance - Destruction
- Beasts of Chaos
- Blades of Khorne
- Daughters of Khaine
- Disciples of Tzeentch
- Flesh-Eater Courts
- Fyreslayers
- Gloomspite Gitz
- Hedonites of Slaanesh
- Idoneth Deepkin
- Kharadron Overlords
- Legions of Nagash
- Lumineth Realm-Lords
- Maggotkin of Nurgle
- Nighthaunt
- Ogor Mawtribes
- Orruks Warclans
- Ossiarch Bonereapers
- Seraphon
- Skaven
- Slaves to Darkness
- Sons of Behemat
- Soulblight Gravelords
- Stormcast Eternals
- Sylvaneth
- AOS Terrain & Scenery
- Battletomes
- Rule Books
-
- Pre-Orders
- All Warhammer 40k
- 40k Adepta Sororitas
- Adeptus Custodes
- Adeptus Mechanicus
- Astra Militarum
- Blood Angels
- Chaos Demons
- Chaos Knights
- Chaos Space Marine
- Craftworlds
- Dark angels
- Deathwatch
- Death Guard
- Drukhari
- Genestealer Cults
- Grey Knights
- Harlequins
- Imperial Knights
- Imperial Agents
- Leagues of Votann
- Necrons
- Orks
- Space Marine
- T'au
- Thousand Sons
- Tyranids
- Ultramarines
- Codexes
- Datacards
- Rule Books
- 40k Terrain & Scenery
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
Archmage Boardgame
Archmage Boardgame
£43.50£58.00Out Of Stock!
We will notify you when this product becomes available.
Vendor: Asmodee
Product Type : Board Games
Hurry! Only0units left in stock!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:
- 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.
- 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!
If for any reason you are unhappy with the product and wish to return or exchange it, you need to contact us Within 14 days of receiving of the goods, via email us at theteam@lvlupgaming.co.uk and we will arrange for the return. These can then either be refunded or exchanged, as per your request.
We reserve the right to take 14 days to process the refund payment.
In any cases, we shall have no liability to pay any money to you by way of compensation other than any refund we make under these conditions. This does not affect your statutory rights as a consumer, nor is it intended to exclude our liability to you resulting from our negligence.
Pre-Order, Cancellation and Non-Refundable Deposits
Please consider when placing your pre-order that you are reserving stock, which we are also charged processing fee's on. If you chose to cancel a pre-order before its dispatched we may charge you up to 10% of the total order fee as part of your Non-Refundable Deposit to cover any losses that directly result from your cancellation.
Event tickets and refunds
As per UK Law you’re not entitled to a refund if you change your mind about going or realise you can’t go anymore.Added To Cart :Add To Cart Failed :prouduct successfully added to wishlist !Lvl Grading Guide
'Near Mint (NM)'
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
''Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
''Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
''Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
''Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '
'