

Black Rose Wars Duel - Void
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Two mages. A sentient building that cannot be defeated. And the Black Rose watching every move.
What it's about
A duel between mages in the dark rooms of the Lodge
Beneath Malta lies a building that changes with the lunar phases, disappears under the sea, and rises again without ever dying. The Black Rose inhabits it. And it wants to know which of the two mages deserves to become the next Grand Master of the Lodge.
Black Rose Wars: Duel – Void is the second chapter in Ludus Magnus Studio's Duel series: a standalone game for 2 players where you choose and plan spells from a common deck, manage your evocations, and exploit every opponent's mistake. The new School of Void adds control and manipulation spells that rewrite the balance of the duel.
Compatible with Black Rose Wars base, Rebirth and Duel – Lex: all the material in this box integrates with the other games in the series, expanding available maps, mages, and schools of magic.
The Void doesn't attack — it destabilizes. Rooms shift, opponent's plans collapse, and you were already elsewhere when they realized what happened.
The secret of the School of Void in one line
In 30 minutes you build, cast, summon, and win or lose with a single move. Every game is a different story — and you immediately want to start again.
From the game experience
Black Rose Wars: Duel – Void
What you master
The weapons of a Grand Master
Void Spells
A school of control and manipulation: spells that destabilize rooms and tip the balance, designed for those who prefer cunning over brute force.
Common Deck
Both mages draw from the same pool of spells. Choosing earlier and better than your opponent is already half the victory.
Evocations
Creatures and entities to deploy in the Lodge. Managing your evocations — and anticipating your opponent's — is the true test of a mage.
Modular Rooms
The Lodge's layout changes with each game. Room tiles are placed in different ways, altering paths and strategic opportunities.
The Black Rose watches. Victory goes to those who know the Void — and use it before the opponent realizes what's happening.
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ComponentsMages, spells, and rooms of the Lodge
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Recommended Sleeves3 sizes · 60 total cards
A game in five acts
What happens at the table
Not the rules. The experience.
Entering the Lodge
The rooms are set, the decks shuffled, the mages take their places. One uses Alice, the other Alhazred. Neither yet knows the order of spells that will emerge. But each already has an idea of where they want to push their opponent.
The first wrong spell
The first spells come out of the common deck. One takes a Void spell — control, manipulation, patience. The other chooses brute force. In the first actions, it's already clear who will play defensively and who offensively. And the Lodge watches.
The summoning that changes everything
A creature enters the field. The seemingly solid plan now has a hole. The rooms are redrawn in both minds, priorities shift. Whoever foresaw this moment gains; whoever didn't begins to painfully regain ground.
The Void acts
A control spell comes into play. A room destabilizes, a resource disappears, an action is denied. It's not a frontal attack — it's a silent subtraction. The opponent looks at their board and counts what they're missing. The Black Rose smiles.
One mage remains. The other gets back up.
The game ends. It doesn't take hours — thirty minutes is enough. The winner already starts reshuffling the deck. The loser remembers that Void spell on the third turn and wants to figure out how to counter it. It starts again. The Lodge always waits.
How to play
The flow of each round
Each turn takes place in four quick phases. You learn in one game, you refine in ten.
Both players draw spells from the common deck and assign them to their planning areas. Choices are made simultaneously — no one knows what the opponent has chosen until they are revealed.
In initiative order, each mage performs their actions: moving between rooms, casting spells, summoning creatures, or collecting resources from the Lodge.
Offensive spells and summons resolve. Dice determine attack and defense outcomes — but Void magic often acts even before the dice are rolled.
The active event card is resolved, changing the conditions of the Lodge for the next round. Secret missions can be completed to gain additional powers.
Why it's different from others
Six mechanics that make a difference
The Void School
Control spells that destabilize rooms and deny resources. A completely different approach from offensive magic — and often more devastating.
Shared common deck
Both mages draw from the same pool. Choosing a spell means taking it from your opponent — every draw is a double tactical decision.
Modular and variable map
Room tiles change position with each game. The same mage in different configurations faces completely different problems — variability is structural, not random.
Secret missions
Double-sided mission cards interact with event cards: secondary objectives that reward those who can read the state of the duel beyond simple attack.
Compatible with the entire series
Mages, Void School spells, summons, and rooms from Void integrate with Black Rose Wars base, Rebirth, and Duel – Lex. A box that's worth double: standalone game and expansion.
30-minute games
The Duel format is designed for quick, multiple sessions. Finish one game and immediately reshuffle — opening the Lodge is the fastest entry point into the Black Rose Wars world.
How it ends
One winner. And a rematch already in mind.
The duel is short but intense. Whoever remains standing at the end becomes the next candidate for the title of Grand Master.
Victory
- Reduce the opposing mage's life points to zero
- Or be the first to reach the victory score established by the objectives
- Complete secret missions to gain decisive advantages during the duel
Defeat
- Your mage runs out of life points from opponent's attacks
- Void magic has drained you of the resources needed to react
- There's no re-entry into the game — but there's always an immediate rematch
Black Rose Wars: Duel – Void is the fastest way to enter the Lodge. A standalone box, an immediate expansion, a duel you'll want to replay.
Frequently asked questions
FAQ about Black Rose Wars: Duel – Void
What does it add compared to Duel – Lex?
The Void School: a completely different approach to dueling, based on control and manipulation rather than direct attacks. Void also introduces two new mages (Alice and Alhazred), a new map set beneath Malta, and new double-sided mission cards. It's a new chapter, not a variant of Lex.
Can it be played without knowing Black Rose Wars?
Yes. Duel – Void is a standalone game designed as an entry point to the series. The rules are simplified compared to the base game and can be learned in 15–20 minutes. Those starting with Void can then gradually expand with other boxes in the series.
Is Void material compatible with Black Rose Wars base?
Yes. Mages, Void School spells, summons, and room tiles from Void integrate into Black Rose Wars and Rebirth games. The reverse is also true for many elements — but for specific compatibility details, it is advisable to check the official notes from Ludus Magnus Studio.
How long does a game last?
Between 30 and 60 minutes. The Duel format is designed for short, repeated sessions — it's normal to finish one game and immediately start another, trying different mages or room configurations.
Is it available in Italian?
Yes, this is the Italian edition published directly by Ludus Magnus Studio. Rules and cards are entirely in Italian.
Is it a good gift for someone who loves magic games?
It depends on the recipient's experience. For those who already know medium-weight games, it's an excellent gift: quick duels, refined aesthetics, and surprising tactical depth. For those who never play, it's preferable to start with something simpler. Recommended age 14+.
Black Rose Wars: Duel – Void is a magical dueling board game for 2 players (ages 14+, duration 30–60 min). Designed by Ludus Magnus Studio, standalone and compatible with Black Rose Wars, Rebirth, and Duel – Lex. Mechanics: common deck deck building, resource management, control with the Void School. Each player controls a mage (Alice or Alhazred) on a modular underground map set in Malta. The second chapter of the Duel series, it introduces control and manipulation spells, summons, double-sided secret missions, and variable room tiles. Italian edition. Available on FroGames.it.
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