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Sword & Sorcery: Immortal Souls

#170771BGG ↗

2017 · 1-5 players · 150min · weight 4.12 · 5,400 ratings

v2 v3

BGG raw

ID
170771
Name
Sword & Sorcery: Immortal Souls
Year
2017
Rank
368
Min players
1
Max players
5
Playing time
150
Min playtime
60
Max playtime
150
Avg weight
4.1211
Num weights
289
Bayes avg
6.96363
Average
7.86544
Users rated
5400
Num owned
11369
Wanting
367
Wishing
3987
Num comments
1282
Fetched at
Sat Apr 25 2026 16:15:49 GMT+0000 (Coordinated Universal Time)
Mechanisms (8)
Action PointsArea MovementCooperative GameDice RollingModular BoardRole PlayingSolo / Solitaire GameVariable Player Powers
Categories (4)
AdventureFantasyFightingMiniatures
Description (3132 chars)

The legend begins! Play heroes of epic stature against the forces of evil. Five heroes awoke from the dead and were made immortal to save the kingdom from the rise of darkness. In Sword & Sorcery: Immortal Souls, up to five players control one or more of these legendary characters brought back to life by powerful sorcery, to fight against the forces of evil, controlled by the game itself. Heroes grow stronger during their story-driven quests. Along the battles, they acquire soul points that regenerate their souls, restoring their legendary status with multiple powers, magic and soul weapons, and powerful artifacts. An innovative A.I. system allows the control and management of enemies by the players, giving them intelligent behavior and creating interesting battles every time, with no Game Master required. There is no player elimination - when a hero dies, he becomes a ghost soul, an ethereal form able to use its unique ghost shout against enemies, and then he can resurrect spending Soul points at the Gods altar. The game features ultra detailed 32mm scale figures and modular boards, several decks of cards, Solo Play, high character customization, sophisticated combat and magic system, and quests designed to be completed in about 90 minutes or less. Gameplay In Sword & Sorcery, each player controls one or more heroes. Each hero is represented by a miniature, a hero sheet, a soul gem, and a number of power and equipment cards. Heroes may have one of two different classes, representing parallel destinies of the character - the result of his or her choices in the past life. The hero sheet is two-sided, to show both options, and each class has unique hero cards to use. The forces of Evil are controlled by the A.I. system of the game. Each enemy has different fighting styles, multiple behaviors, weapons, and additional powers. Each enemy is described by a miniature, a tarot-sized Enemy scroll, and the Enemy card (to keep track of the defensive capabilities of the enemy, and the wounds on each figure). Enemy activation is determined by Encounter cards, drawn after each hero turn. Activation can be based on the fighting styles of the monsters, their rank or other specific conditions, making each turn unique and unpredictable. Sword & Sorcery features a sophisticated Combat and Magic System, based on two types of D10 custom dice. Each attack or defense value may be indicated as a fixed number ("automatic" hits - or parries), plus a number of dice to roll. The roll may generate additional hits or parries (shields), and the icons showing up on the dice (the "bolt" and "pentacle") can also be spent to activate additional weapon or armor effects. Powers and skills are handled through an innnovative cooldown mechanic. Most powers have a variable intensity, and the player can choose whether to activate the power at a low intensity, recovering it sooner, or with full strength, recovering it later. No calculations and tables are needed. At the same time, the system offers great depth as you find the best way to use your skills and equipment to defeat the enemies in front of you.

LLM v2 (wide)

Core verb
spend AP, roll combat
Decision shape
mixed:probabilistic+spatial
Reward schedule
mixed:immediate+engine_compounding
Aesthetics
["Fantasy", "Narrative", "Challenge"]
Core loop pitch
Spend action points to move/fight/cast on a modular dungeon; soulrank up between quests for permanent gains.
Translation difficulty
Hard
Difficulty reason
Heavy minis dungeon-crawler with scripted enemy AI cards; companion app exists but a full digital adaptation is non-trivial.
Direct digital port
Sword & Sorcery Companion App (mobile, Ares Games)
Port kind
first_party
Closest loop translation
none yet
Primitive tags
["soulrank_progression", "action_point_economy", "scripted_enemy_ai", "ghost_mode_no_elimination", "modular_quest_tiles"]
Confidence
0.55
Extracted at
Mon Apr 27 2026 11:40:03 GMT+0000 (Coordinated Universal Time)
Raw v2 JSON (983 chars)
{
  "game_id": 170771,
  "name": "Sword & Sorcery: Immortal Souls",
  "core_verb": "spend AP, roll combat",
  "decision_shape": "mixed:probabilistic+spatial",
  "reward_schedule": "mixed:immediate+engine_compounding",
  "aesthetics": [
    "Fantasy",
    "Narrative",
    "Challenge"
  ],
  "core_loop_pitch": "Spend action points to move/fight/cast on a modular dungeon; soulrank up between quests for permanent gains.",
  "mobile_translation_difficulty": "Hard",
  "translation_difficulty_reason": "Heavy minis dungeon-crawler with scripted enemy AI cards; companion app exists but a full digital adaptation is non-trivial.",
  "direct_digital_port": "Sword & Sorcery Companion App (mobile, Ares Games)",
  "direct_digital_port_kind": "first_party",
  "closest_loop_translation": "none yet",
  "primitive_tags": [
    "soulrank_progression",
    "action_point_economy",
    "scripted_enemy_ai",
    "ghost_mode_no_elimination",
    "modular_quest_tiles"
  ],
  "confidence": 0.55
}

LLM v3 (deep)

Not yet enriched at v3 (deep pass).