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Master of Magic

1994

  • strategy
  • turn-based strategy (tbs)
  • fantasy
  • 4x (explore, expand, exploit, and exterminate)
  • single player

The story

You came to the world of Arcanus as a fledgling wizard. Sparsely equipped with but a spell or two, you begin as the ruler of a tiny hamlet and its people. With these raw materials, you must build a thriving city, explore the two worlds of Arcanus and Myrror, expand your empire and learn new spells. In time, you will meet other wizards, each rising from equally humble beginnings, each having the same goal as you, namely conquering the worlds. How well you allocate resources, make use of your races’ potentials, seize opportunities and negotiate with other wizards determines your eventual success. In the end, though, there can be only one Master of Magic!

What it’s like

Warm, painted fantasy maps and small pixel-art armies give Master of Magic a storybook look, with its two worlds rendered as tiled grasslands, dark forests, snowy peaks and murky swamps seen from a bird's-eye view. The palette leans on earthy greens and parchment browns, and battles play out on a grid with spell flashes and creature animations that have a cheerful, slightly rough charm. The soundscape is a looping orchestral-fantasy score with chiming, unhurried tones, and the interface sounds click and chime softly around it. This is a turn-based 4X game about slow accumulation: you spend long stretches tending a hamlet, scouting the map, and weighing diplomacy against conquest while the days tick by. The mood is patient, curious and cozy with a strategic edge, suited to a rainy weekend afternoon, a long evening at the desk, or a low-stakes game to pick up and put down. Violence is abstract and bloodless, limited to animated skirmishes between units, with occasional nudity in artwork and no gore or graphic cruelty. It suits players who enjoy tinkering with systems, planning long-term empires, and savouring the slow build of a fantasy world.

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