
The Institute for Magical Arts
A board game by Steve Finn
2 2
30 minutes Low
Simultaneous Action Selection, Variable Player Powers, Area Majority / Influence, Dice Rolling
Fantasy, Dice
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Friends and Communities with The Institute for Magical Arts
Description
The Institute for Magical Arts is in chaos after the disappearance of its headmaster, Dr. Finneas, and two senior wizards are vying to take his place. To win the title, they must gain the trust of their colleagues and collect magical powers by using the tools of their trade. This is a game of strategy and skill, where players use dice rolls to place power stones on different cards, trying to win them and gain special powers or victory points. In this easy-to-learn game, players take simultaneous actions, using their unique abilities to outmaneuver their opponent. With a playtime of just 30 minutes, The Institute for Magical Arts is a quick and exciting game for two players, perfect for a fantasy-filled evening. Designed by Steve Finn and published in 2015, this game combines dice rolling, area control, and variable player powers to create a thrilling experience.
