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close view of some East player pieces
Game flow chart
Pentantastar
instructions for making your very own Pentantastar (not the game, the magic charm)

Pentantastar (1983)

Players
2–4
Best: 2
Playing time
120–120 min
Age
12+
5.69
Average rating
39
Ratings
2.17/5
Weight
#25397
BGG rank
Outside top 5,000
Designer:David R. Megarry, Alexandra Megarry, Kit Megarry
Publisher:Adventure Games
Average rating, ratings count, weight and rank are sourced from BoardGameGeek (BGG).
Game DNA
  • This game: Strategy 7, Luck 5, Interaction 5, Complexity 4.3, Theme 6
Strategy7.0
Luck5.0
Interaction5.0
Complexity4.3
Theme6.0

This game's strategy, luck, interaction, complexity and theme.

FantasyWargamePick-up and DeliverArea Movement

Overview

Players control the East and the West factions. Either East or West can win by military or by magic forces. Armies of mounted and foot soldiers and fleets of ships contest victory by capturing key places. But even a military victory depends upon control of magic. As magic releases powers of earth, air, water, light, and fire, the wizards grow in strength, volcanoes erupt, storms sweep the mountains and seas, and the creatures of magic join the struggle for both sides. When all five charms are assembled, the completed Pentantastar is a dangerous weapon. If carried to Lug Balor, the East wins, if carried to the Wizard Council, the West wins. Victory depends upon taking advantage of military and magic opportunities, and surviving immediate threats, disasters, and treachery.

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