The Institute for Magical Arts cover
2015BGG rank #7,089

The Institute for Magical Arts

by Steve Finn · Dr. Finn's Games

Browsing is free. Ask BoardGameBrain about this game when rules coverage is ready.

Players2
Time30m
ComplexityLight
Age8+

About the game

What is The Institute for Magical Arts?

The Institute for Magical Arts is in a state of discord due to the mysterious disappearance of its principal magician and headmaster, Dr. Finneas. Two senior wizards are now contending to fill his shoes and bring a state of harmony back to the Institute. However, the wizards have contrasting ideas about the Institute's direction. To gain the title of headmaster, the wizards must gain the trust of their colleagues and gather as much magical powers through the tools of their trade as possible. The Institute for Magical Arts is a two-player dice and area control game in which players use dice rolls to place "power stones" onto different cards in an attempt to win those cards. Once won, cards offer either special powers or victory points or both.

How it plays

Mechanics

Area Majority / InfluenceDice RollingSimultaneous Action SelectionVariable Player Powers

On the shelf

Categories

DiceFantasy

Questions players ask

Questions to bring to BoardGameBrain

  • How do setup and the first turn work in The Institute for Magical Arts?
  • When does scoring happen and what ends the game?
  • How should the table resolve an unusual timing or rules interaction?