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SpellBook box art

SpellBook

Game ID: GID0297044
Game Info
Year
2023
Collection
Rating
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How this game feels to play
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

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

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 9
This page: 9
Sentiment: pos 7 · mix 1 · neu 0 · neg 1
Mentions per page
Showing 1–9 of 9
Video WnVC98ztDDA watch it played Rules Teach at 0:13 sentiment: positive
video_pk 64100 · mention_pk 157585
watch it played - SpellBook video thumbnail
Click to watch at 0:13 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Clear setup and rules explanation with phase-by-phase structure
  • Seven-color spell system in classic mode offers variety
  • Spells have depth through multiple levels and wildRune costs
  • Tangible components (Materia tokens, altar, familiar boards)
  • Solo play rules included
  • End-game scoring with explicit tie-breakers
Cons
none
Thematic elements
  • Spell learning and familiar progression
  • Wizard tournament to craft spells and train familiars
  • Competitive progression with spells and levels
Comparison games
none
Mechanics (from transcript analysis)
  • color-group spell setup — At setup, players select a color group of spells and ensure all players use the same set.
  • Compound Scoring — Points come from spell rows and the shield symbol on the familiar; tie-breakers involve spells learned and Materia.
  • End scoring — Points come from spell rows and the shield symbol on the familiar; tie-breakers involve spells learned and Materia.
  • learn spell action — In the evening, players learn a spell by paying its color-specific Materia (and runes) to gain the spell's effects.
  • levels and effects — Spells have levels; higher levels grant more effects; lower-level effects remain accessible when upgrading.
  • Materia management — Players gain Materia from a pouch and store them on their familiar board, with a hard cap of nine Materia.
  • rune wilds — Three rune types (square, triangle, circle) can be treated as wild Materia for paying spell costs, with restrictions.
  • Solo Play — Rulebook includes solo play rules for Spellbook.
  • three-phase turns — Turns are morning, midday, and evening; each phase offers at most one action (optional) and phases can be skipped.
  • Variable Phase Order — Turns are morning, midday, and evening; each phase offers at most one action (optional) and phases can be skipped.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
No quotes stored for this video.
References (from this video)
No references stored for this video.
Video VwsmOYp0As0 Meeple University Playthrough at 0:50 sentiment: positive
video_pk 64089 · mention_pk 157575
Meeple University - SpellBook video thumbnail
Click to watch at 0:50 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Quick and fun gameplay
  • Family-friendly and accessible
  • Satisfying physical components and tactile feel
  • Strong engine-building potential and strategic depth
Cons
  • Endgame can rush quickly if a player unlocks powerful spells (risk of speed running out of control)
  • Some color resources (e.g., blue) can feel scarce or disappointing when not appearing
  • Occasional misexecution or minor mistakes during play (e.g., drawing/discarding decisions) can slow momentum
Thematic elements
  • magic and spellcasting
Comparison games
  • Quacks of Quedlinburg
  • Splendor
  • Great Western Trail
Mechanics (from transcript analysis)
  • refill and endgame triggers — Altar replenishment to five occurs at end of turns; endgame triggers when all seven spells are unlocked or the storage board is filled.
  • resource drafting — Morning phase yields magical chips; players either take from a common display or draw two from a bag to add to their pool.
  • spell actions and midday/evening alternatives — Spells can replace standard actions (like take or draw) at the morning surface, giving alternative midday/evening actions depending on unlocked levels.
  • spell unlocking with rune costs — Spells cost three, four, or five matching runes to unlock levels, with higher levels granting more options and points.
  • Stacking and Balancing — Midday phase allows storing materials onto a circle to create a stack; the lowest visible number determines endgame points.
  • storage/altar tension — Midday phase allows storing materials onto a circle to create a stack; the lowest visible number determines endgame points.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Spellbook by Phil Walker Harding
  • the game can rush really quickly if someone unlocks black
  • Stones look very satisfying to play with
  • it's a quick and fun game
  • the password is Phil the designer
References (from this video)
No references stored for this video.
Video uznyBAlW2fY The Board Game Garden Top List at 10:00 sentiment: positive
video_pk 37901 · mention_pk 113909
The Board Game Garden - SpellBook video thumbnail
Click to watch at 10:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Magical library vibe
  • Accessible drafting mechanism
Cons
none
Thematic elements
  • cozy magical library
  • magical spellcraft
Comparison games
none
Mechanics (from transcript analysis)
  • chip drafting — draft color chips to form color sets or shapes to complete levels and gain abilities
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I think this is like literally the perfect cozy game
  • Walk and Roll... it gives me all of the Cozy Vibes
  • Harvest is absolutely wonderful I definitely recommend it for a cozy fall/autumn game
  • Spellbook... fairly simple in gameplay
  • Three Sisters is a huge recommendation for me if you're looking for a roll-and-write game that is a little crunchier
  • Witchcraft... I definitely recommend checking out Witchcraft
References (from this video)
No references stored for this video.
Video jugOgD17cXA The Dice Tower Top List at 27:30 sentiment: positive
video_pk 12365 · mention_pk 36082
The Dice Tower - SpellBook video thumbnail
Click to watch at 27:30 · YouTube ↗
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 3 Minute Board Games Review at 0:00 sentiment: mixed
video_pk 11838 · mention_pk 34651
3 Minute Board Games - SpellBook video thumbnail
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 bonuses — Game ends when a player fills their familiar board or learns all seven spells; scoring based on uncovered tokens and spell points.
  • 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 Discussion at 18:26 sentiment: negative
video_pk 10412 · mention_pk 30662
Before You Play - SpellBook video thumbnail
Click to watch at 18:26 · YouTube ↗
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 3 Minute Board Games Discussion at 2:53:56 sentiment: positive
video_pk 8659 · mention_pk 25503
3 Minute Board Games - SpellBook video thumbnail
Click to watch at 2:53:56 · YouTube ↗
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 7-L_D3JeHmQ Getting Games Discussion at 32:08 sentiment: positive
video_pk 5977 · mention_pk 17731
Getting Games - SpellBook video thumbnail
Click to watch at 32:08 · YouTube ↗
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 Foster the Meeple Discussion at 1:09:03 sentiment: positive
video_pk 3134 · mention_pk 9226
Foster the Meeple - SpellBook video thumbnail
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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