I like the large width of the bag so it can hold many games width wise.
(Also, what else will I do with 100 reward points?!)
A well designed re-enactment board game with civil war tactics at the forefront. Great 2 player interaction
Designer | Steve Finn |
Publisher | Dr. Finn's Games |
Players | 2 |
Playtime | 30 mins |
Suggested Age | 8 and up |
Additional Info |
158544/institute-magical-arts
https://boardgamegeek.com/forum/1532229/institute-magical-arts/reviews
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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.
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I like the large width of the bag so it can hold many games width wise.
(Also, what else will I do with 100 reward points?!)
A well designed re-enactment board game with civil war tactics at the forefront. Great 2 player interaction