Shadow Wars *
* Update: I thought about tearing
this page down as the Shadow Wars game was our first project wwaaayy
back in 2000. This game really did not have the level of polishing
that Knight Works is currently putting into their games. After talking
with my friends I thought it would be interesting to keep the page
active just in case people were interested. I always wanted to do
something different with the actual game board tiles but it never
ended up happening. The second edition of this game which is almost
complete will have an entire overhaul on all layouts and artwork.
- Don Lloyd
Shadow Wars is a fantasy strategy game for two to four
players. Each player chooses one of the four rulers within the game:
Human, Dwarf, Elf
& Dark Elf. These rulers have different
advantages, disadvantages and play styles. Some rulers are weaker
in magic, but have strong soldiers and defenses. Other rulers are
extremely powerful when it comes to magic, but have weaker and fewer
soldiers than the other rulers. Players must learn how to best play
and play against these vastly different units, magic, buildings and
( * Circa 2000 photo of the board game. <sshhuddeeerr> )
Zokkar nation has only been in existence for a few centuries. Many
ancient races can remember when Humans were nothing more than wandering
tribes. At one time only scattered Human farming towns marked their
presence in Syrrith, now their control has grown. Numerous cities
and castles have been built, along with their temples. The Zokkar
priests secretly control most of their society & actions. This
has caused most Zokkar to fear and hate any other race that is not
their own. Zokkar priests are renowned for their ability to resurrect
entire units of soldiers. Their priests are good at attracting followers,
hence their army is one of the largest in Syrrith. Although, the
Zokkar outnumber the other races, their soldiers are generally weaker.
Yorrin - Wood Elves
Yorrin are an ancient forest dwelling race that have unique ties
to the magical forces that exist in Syrrith. Magic is very common
amongst their people, and many Yorrin have the ability to cast spells.
The study of Wizardry is held in the highest regards by their society
as a whole. The Yorrins magic is a mix of offense, defense
& non-combat spells, which make it very balanced. The Yorrin
believe that all living things, be it plant or animal, have a distinct
life force. Due to this belief, they detest other races who have
no regard for their careless destruction of nature. Their soldiers
are well trained in ranged combat and their longbows can be deadly
on the battlefield.
- Mountain Dwarves
Kherok are an honorable race, that have lived in the mountains since
the dawn of time. They pride themselves in their weapon and armor
craftsmanship, and treat this skill only second to fighting prowess.
Their leaders and generals are amongst the finest in the land. Their
soldiers are considered to be the strongest units when it comes
to the four major races in Syrrith. The Kherok practice a very unusual
form of magic that draws its power from rune stones. Individual
monks carry small stones that have been carved from larger stones
of power located deep within the earth. Their magic is defensive
in nature but the forces of earth and stone can still be deadly.
Kherok monks can summon powerful earth and stone golems to wreak
havoc on the enemy.
Thrang - Dark Elves
Thrang share the same ancient ancestry as the Yorrin, but that is were the
similarities stop. The Thrang choose to break away from the Elven nations
before events of that nature were recorded in history. They now live underground
and practice the arts of Dark Wizardry, which are extremely offensive in power.
Their Dark Wizards cast spells of destruction like fireball and lightning
with ease. Thrang society is considered by other races to be cold hearted
and brutal, with few Thrang willing to serve their nation. To further complicate
matters Thrang soliders are unorganized and weak compared to other races.
The Thrang make up for this by summoning Skeletal and Xyran
each start with a Capital and two towns. From these locations they
can slowly build up their resources to obtain additional towns &
cities as well as special buildings. Each building will give that
player an additional advantage, but also takes resources to build.
Some examples of buildings in the game are: Magic Structures, Stables,
Forge and Armories.
As each individual player expands their empire they can spread
their armies, grow in magical power and conquer new lands. With all of the
various units and buildings each game is unique and a challenge. The last
player with a Capital left standing is the King of Syrrith.
( All game pieces. Click image for larger view. )