


You can even withdraw when things start to look ugly but you might still lose your units and lose some prestige.Īnother aspect you will not find in Civilization (but you will find in Heroes of Might and Magic) are heroes. Units can be damaged and still survive combat. This is a vast improvement over the win or lose all approach found in Civilization.

The players take turns moving their units and casting spells. Both of these grow as times passes, which means that the further you progress the more important magic becomes to your efforts.īattle is resolved in a tactical map. This ability dictates how much Mana you are allowed to use each turn. You can think of Mana as magical money that you receive from temples and from magic nodes you have opened. First you need to have enough Mana to cast a given spell. The amount of spells you can cast is limited by two elements. Of course you can also summon a whole host of magical creatures to fight in your armies. It can make your ships move faster, your troops fight better, raise whole mountains and even stop time itself. The spells you can cast affect all kinds of aspects in the game. Instead of researching new technologies you research new spells and these spells give a whole new dimension to the experience. But Master of Magic is more then just a civilization clone. In the overland map you can lay roads to speed up your armies and settlers set out for your cities to found new outposts.

Sounds familiar? Of course it does, this is all standard civilization fare. Buildings can be build to increase the food production or industrial production, shrines, temples and Parthenon’s help to keep your population from revolting. Your city must grow and fore that to happen you need to produce food. You have only a single hamlet with two armies as you start the game and from there you must explore the world and build your empire. The Civilization aspect of the game is what you start with. Others are slow starters with very generic and weak units early on but once their cities have had a chance to build themselves up their units will rule the battlefield (like the Humans or the Elves). Some races have good units quickly but are very restricted in which buildings they can build and are never able to build the truly awesome units (like the Gnoll). The choice of which race to take should depend on your style of play. You may have as many different races in your empire at any given time but you start with only one race. Each race has its own selection of units and may or may not be able to build all the different buildings available. As a Wizard of one of a number of races you must build towns cities and raise armies in an attempt to defeat up to three other wizards in a battle to control the both the planes of the world. Master of Magic plays like a cross between civilization and Heroes of Might and Magic. I played it for months over and over again and was completely enthralled with it and now so many years on I am sure you will be as well. Still by the time I finally did have a CD-ROM equipped computer the game did not disappoint. That sounds pathetic now and I guess it was back then as well.
Master of magic map editor download manual#
I read the manual and the spell book from cover to cover and looked at the back of the box dreaming about playing it. This tells you something about how badly I wanted to play this game. Master of Magic was the very first CD-ROM game I bought.
