Last updated 7 July 2016


This game is currently OUT OF PRINT, as are all the expansions and variatios.

For a translation of this page in Polish, check out Nadia Karbowska's page here.

Diskwars from Fantasy Flight Games. This is a great little table top fantasy battle based on disks (various characters) that move by flipping over on edge to an adjacent "space". There is no board. The available armies are Knights of Falladyr, Lothari Elves, Dwarves of the Red Anvil, Orcs of the Broken Plain, Uthuk Yllan, Dragon Kin, Farrenghast's Undead, and the Acolytes of Timmoran. Having one army per player is a good idea!

There are also expansion sets, Moon Over Thelgrim and Wastelands, for all eight armies.

So, here's the lowdown on this great little game; I already explained movement above; if you look at the picture below, you'll note an arrow on each disk with a number in it, this is how many flips the disk can move in one turn. Thus, bigger disks can move a lot faster than small ones with the same movement rate. The picture of the disks is quite a bit bigger than the actual size, the actual size of the small disk is 1.75", the larger character disk is 2.5", and the hugh disk in the background, a "staging area" is about 4" in diameter. Each disk has the same picture on each side, of course, so when you flip it over, nothing changes but its location.

There are only a few ways the disks interact; they can shoot missiles, use special abilities, move, land on or "pin" one-another, and use spells. If you look at the three numbers on top of each disk, the one on the left is an Attack number, the next is "Defense", although it is easier to think of it as a Counterattack, since that's how it works. The third number is Toughness. If total damage during a turn from spells, missiles, and direct attacks is more than the toughness, the unit takes a point of damage. This kills all but a few units; some rare units can take 2 hits before they perish. Units that haven't taken a hit at the end of the turn lose all the partial damage they've taken that turn, and start the next turn refreshed.

The black number is the unit's cost, so if everyone builds a 50 point army, you add up all these numbers on your individual units until you have 50 points worth. Spells have the same kind of costs, and add to your total army cost.

The game is fast and fun; it almost accidently simulates some very realistic battle strategies; it's very advantageous to keep your archers out of battle at the rear with their range of 12", but when they "shoot" (you drop the arrow tokens from a foot above the table) the arrows tend to scatter, thus, if you shoot into a melee, there's a good chance you'll hit your own guys. If you have a "Shieldbearer", that is, someone with a high defense, you try to end his movement on top of one of your own units, since it's harder for arrows to be effective that way. Fast units can pin multiple enemy units, like having cavalry plow into a large number of archers and fowling their shots.

The giant disk in the background is your staging area. That's where all your units start (touch) at the beginning of the game. If they don't all fit, you have a stack of reserves off to the side you can bring in on a latter turn.