8.8
rating
Ludopedia
8.3
rating
BGG
Our Verdict
RECOMMENDED
If you love fast, explosive card battles, the Obsidian Dwarves will thrill you.
Highlights
- Unique deck building
- Strategic grid movement
- Explosive Balzar actions
- High‑quality components
Keep in mind
- Balance still being refined
- Pay attention to impulse meter
- Playtime can vary
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About the game
What you do in a play session
Obsidian Dwarves are the most ferocious faction in the second edition of Summoner Wars, channeling the explosive personality of Balzar and the raw power of fire‑forged weapons that scorch the battlefield. Instead of simply drawing cards, you build a deck that mirrors Balzar’s chaotic nature: each play can raise or lower his power, forcing you to treat the “impulse meter” as a resource of pure energy. Deck construction here isn’t just about attack cards; there are support cards that feed the impulse, and trap cards that sap the opponent. When the impulse hits its peak, Balzar unleashes devastating abilities that can swing a game in a matter of seconds.
The game retains the classic grid‑movement mechanic: each creature moves across a 5×5 board, with range and positioning rules that demand spatial strategy. Each turn starts with a “Setup” phase where you draw from your deck, followed by an “Action” phase where you position units, trigger abilities, and finally a “Finish” phase where Balzar’s impulse is recalibrated. The balance between deck building and movement control creates a frantic pace that rewards both careful planning and on‑the‑spot improvisation.
The components are solid: high‑quality cards, a detailed board, well‑designed miniatures, and a clear rulebook. With a typical playtime of 40 to 60 minutes, the game is accessible to those with limited time while still offering depth for players who want to explore every synergy in the deck. If you enjoy card games that demand strategic thinking, love battles that turn into “fire‑fueled” skirmishes, and want to experience a hybrid of deck building and tactical movement, the Obsidian Dwarves are the perfect pick.
The game retains the classic grid‑movement mechanic: each creature moves across a 5×5 board, with range and positioning rules that demand spatial strategy. Each turn starts with a “Setup” phase where you draw from your deck, followed by an “Action” phase where you position units, trigger abilities, and finally a “Finish” phase where Balzar’s impulse is recalibrated. The balance between deck building and movement control creates a frantic pace that rewards both careful planning and on‑the‑spot improvisation.
The components are solid: high‑quality cards, a detailed board, well‑designed miniatures, and a clear rulebook. With a typical playtime of 40 to 60 minutes, the game is accessible to those with limited time while still offering depth for players who want to explore every synergy in the deck. If you enjoy card games that demand strategic thinking, love battles that turn into “fire‑fueled” skirmishes, and want to experience a hybrid of deck building and tactical movement, the Obsidian Dwarves are the perfect pick.
Expansion for
Published additional content
Gallery
Box and component photos
Tap any photo to open fullscreen. Photos submitted by the community or publisher.
Best player count
BGG community vote
2
BEST
Soundtrack
Ambience suggested by Melodice
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Mechanics, categories, families and credits
Mechanics
Categories
Families
Publisher
Plaid Hat Games, BoardM Factory, Galápagos Jogos, MYBG Co., Ltd.
Designer
Colby Dauch
Artist
Martin Abel
Community
Data from BoardGameGeek
Frequently Asked Questions
Quick answers before you buy
How many players can play?
The deck is designed for 2 players.
How long does a game last?
Each game takes between 40 and 60 minutes.
What is the game’s complexity?
The complexity is medium to high, requiring attention to impulse and positioning.
What components come with the deck?
Cards, a 5×5 board, miniatures, an impulse meter, and a rulebook.
Can the deck be used with other factions?
No, it is exclusive to the Obsidian Dwarves.
How does the impulse meter work?
The meter increases with actions and can be spent on abilities, forcing you to plan when to use the maximum impulse.
Is the game balanced?
It is still in the balancing phase, but playtesting shows good competitiveness.