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SpellBook

Game ID: GID0297044
Collection Status
Description

Become the greatest wizard of the Annual Grand Rite by collecting and managing your Materia to feed your familiar and learn your spells. Act quickly to use your powers early...or wait to unleash them at full strength. Your path to victory is full of choices and combined tactics!

In SpellBook, each player, accompanied by a familiar, possesses a grimoire and collects Materia to master spells and feed their familiar. The game provides pre-drawn spell sets for use in the early rounds, but soon players start drawing spells randomly or create their own spell combinations that are common to all players. Each spell combination gives an effect that lasts the rest of the game, and the more ingenious the combination, the more powerful the effect. As the rounds progress, the game becomes a different experience every time, with more than 2,100 spell combinations being possible.

The game ends as soon as a magician's grimoire is complete or a familiar is fully fed, then the player with the most points wins.

SpellBook includes a solo mode that closely mirrors the multiplayer experience, offering a high level of challenge and an excellent way to learn the game's rules.

—description from the publisher

Year Published
2023
Transcript Analysis
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 7
This page: 7
Sentiment: pos 5 · mix 1 · neu 0 · neg 1
Mentions per page
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Showing 1–7 of 7
Video jugOgD17cXA Dice Tower top_100_list at 27:30 sentiment: positive
video_pk 12365 · mention_pk 36082
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Overall sentiment (raw)
positive
Pros
  • strong engine-building potential; thematic flavor
Cons
  • can be crunchy and punishing
Thematic elements
  • engine-building through spell cards
  • magic spell creation
  • card-based spell crafting
Comparison games
none
Mechanics (from transcript analysis)
  • engine building — collect spell cards to chain effects for stronger turns
  • tile/card interaction — cards combine for new effects across turns
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Number 50 for me is a Vital Lerta game. A big cool thematic experience about what happens after a heist. This is Escape Plan.
  • Invincible is my number 50.
  • San Juan's one of my favorites; I love how those buildings synergize with crops and selling them.
  • Spectral is one of those deduction games where you're just trying to avoid the curse and getting gems out there.
  • This is one of those classic polyomino games. My favorite in the genre. This is Baron Park.
  • Twilight Inscription is infinitely expandable.
  • Adrenaline is a bit of everything: euro, shooter vibe, and tense last-hits moments.
  • Robinson Crusoe—cooperative survival with fantastic stories.
References (from this video)
No references stored for this video.
Video xjcLgpzK4ps Unknown Channel game_review at 0:00 sentiment: mixed
video_pk 11838 · mention_pk 34651
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Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Easy to learn and family-friendly
  • Beautiful art and evocative spell tokens
  • Core loop is simple and intuitive
  • Spell tokens are a standout component
  • Accelerates towards end-game as powers come online
Cons
  • Longer and more luck-dependent than some similar games (Splendor, Century: Golem, etc.)
  • Not as strong as some competitors in its niche
  • Not a page-turner
Thematic elements
  • Spellcraft, drafting, token management
  • Wizard tournament in a whimsical magical world
  • Lighthearted fantasy
Comparison games
  • Splendor
  • Century: Golem
  • Quacks of Quedlinburg
Mechanics (from transcript analysis)
  • drafting — Draw tokens from a bag or the display; collect a set of tokens and use them to pay for spells.
  • End-game scoring and conditions — Game ends when a player fills their familiar board or learns all seven spells; scoring based on uncovered tokens and spell points.
  • engine building — Unlock spells that grant new powers and increase options over the course of the game.
  • set collection — Collect color and rune sets that matter for scoring and spell cost.
  • Token management and storage — Store tokens on your familiar board; tokens have color and rune symbols and placement affects scoring.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Spellbook is an easy to learn and family friendly game
  • the core gameplay Loop is simple and intuitive
  • the art is really lovely
  • the best thing about this game is the spell tokens
  • this wonderful looking game is destined to become your second or third favorite game in its own niche
  • Spellbook it's not a page Turner
References (from this video)
No references stored for this video.
Video dulESTbJjj4 Before You Play general_discussion at 18:26 sentiment: negative
video_pk 10412 · mention_pk 30662
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Overall sentiment (raw)
negative
Pros
  • beautiful art
  • fast to teach; quick play
  • high variability due to multiple spell copies and combinations
Cons
  • random bag draws can undermine engine-building
  • not a fan of the overall balance and payoff in early game
  • engine growth can feel too luck-dependent in two-player games
Thematic elements
  • Magic, spellcasting engine building
  • Fantasy spellcasting with a spellbook and familiars
  • Casual, fast-paced, modular spell-building
Comparison games
none
Mechanics (from transcript analysis)
  • alters and mats interaction — Casting spells consumes materials and may alter future actions; end-game triggers when all seven spells are cast or familiars filled.
  • materia (mana) management — Color-coded resources with symbols; color and symbol wild-cards allow flexible turn-in.
  • spell-casting engine building — Spells unlock alternate morning/midday/evening actions and increase efficiency as you cast more spells.
  • three-phase action economy — Turns consist of a morning, midday, and evening phase with distinct actions in each phase.
  • unique spell copies — Three copies of each spell exist; each copy can differ in effect, leading to diverse play layouts.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is definitely a family weight style card game for two to six players, and there's a lot of push your luck basically in this game you're trying to score the most amount of magic points.
  • it's a quick teach
  • it's very simple very light
  • we're not really big on push your luck
  • that is toil and trouble
  • I'm not a big fan of Spellbook
  • the spells are going to be a bit of engine building
  • there's a lot of flexibility in the game
References (from this video)
No references stored for this video.
Video 2-ltNUS0WS4 Acropolis general_discussion at 2:53:56 sentiment: positive
video_pk 8659 · mention_pk 25503
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Overall sentiment (raw)
positive
Pros
  • beautiful components and art
  • engaging spell-crafting loop
Cons
  • complex spell interactions can be intimidating
Thematic elements
  • Spell drafting / engine building
  • Fantasy / magical academy
Comparison games
  • Gizmos
  • It's a Wonderful World
Mechanics (from transcript analysis)
  • deck building / spell drafting — draft spells to form a powerful engine
  • hand management / engine chaining — combine spell effects for ongoing bonuses
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Acropolis is light, but thinky and very approachable for a wide group.
  • The best thing about this Barcelona is the action selection system.
  • Spellbook is a beautifully themed engine builder with a lot going on under the hood.
  • Ticket to Ride Europe remains a timeless gateway game with a clean map and straightforward drafting.
References (from this video)
No references stored for this video.
Video pRvIHhV1eFo Rolling Dice and Taking Names general_discussion at 1:17:30 sentiment: positive
video_pk 6339 · mention_pk 18734
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Overall sentiment (raw)
positive
Pros
  • Engaging engine-building with spell interactions
  • Strong artwork and tactile components
Cons
  • Steep learning curve
  • Some players may find it dense
Thematic elements
  • Spell drafting and token-driven engine
  • Magical school of spells
  • Gizmo-inspired spell activation with color/runic tokens
Comparison games
  • Gizmos
  • Sushi Go
Mechanics (from transcript analysis)
  • Familiar board scoring — Endgame scoring via familiar board bonuses
  • Spell drafting — Draft spells and activate level spells on cards
  • Token-driven engine — Use tokens to power spell activations
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the biggest change in this line is ... you only have one action per turn
  • I would pull out Terra Mystica or Age of Innovation this replaces Terra Mystica
  • it's a brain burner
  • this is a total brain burner for me
  • the goal is to get the timeline as close as possible
  • you can only have two lines of cards on the table
  • the Advocates are where the fun is
References (from this video)
No references stored for this video.
Video 7-L_D3JeHmQ junkets games general_discussion at 32:08 sentiment: positive
video_pk 5977 · mention_pk 17731
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Overall sentiment (raw)
positive
Pros
  • Phil Walker Harding’s design philosophy shines (simplicity with depth)
  • 2100+ spell combinations keep the game fresh
Cons
  • Potential parity of power across players due to combinatorics
Thematic elements
  • Spell crafting and familiar management
  • Wizarding world with familiars and spellcraft
  • Accessible, quick-to-teach with depth
Comparison games
  • Baron Park
Mechanics (from transcript analysis)
  • Deck/hand management — manage spells and effects as you play
  • puzzle-like interaction — try to combine effects that maximize points for you
  • spell drafting / crafting — assemble spell sets from a pool of possibilities
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I like beer and I’m curious to learn more about this one
  • the art style is gorgeous
  • build train lines across the United States in a 12-game campaign
  • 2100 spell combinations … the more ingeniously combination the more powerful
References (from this video)
No references stored for this video.
Video E7ZIoGY_H00 Unknown Channel general_discussion at 1:09:03 sentiment: positive
video_pk 3134 · mention_pk 9226
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Click to watch at 1:09:03 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • clever theming
  • appealing component art
Cons
  • rules may be terse; learning curve moderate
Thematic elements
  • fantasy spellcasting
  • magic spell crafting
  • fantasy, whimsical
Comparison games
none
Mechanics (from transcript analysis)
  • deck-based spell-casting — play spell cards to activate effects
  • tile/board interaction — cards interact with a spellbook board
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Final Girl Series 3 Kickstarter is live right now they hit their funding goal in 37 minutes
  • we hit our funding goal in 37 minutes
  • the table is the heaviest table of all the tables in all of the world
  • I am going to another full-time job in the board game industry
  • Oogie Boogie will be in the mix
  • Snow White – The Muppets version is great
References (from this video)
No references stored for this video.
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