The Institute for Magical Arts
BGG rank
BGG #7,278
BGG rating
6.8

The Institute for Magical Arts

2015

Rules assistance for The Institute for Magical Arts

Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

  • 2 players
  • 30 min
  • 8+
  • Complexity 1.8/5

For 2 players

Rules assistant for The Institute for Magical Arts

What would you like to know?

Answers come from the official rulebook, with the page to check.

The Institute for Magical Arts is a board game released in 2015 for 2 players, 30 minutes per game, and ages 8 and up. It was designed by Steve Finn and its main mechanics are Variable Player Powers, Dice Rolling, and Area Majority / Influence.

Expansions

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About the game

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.

Questions and answers

The Institute for Magical Arts supports 2 players according to the catalogue. This is the publisher’s listed player count, so the game is designed for exactly that number of participants. Variants for other group sizes, if any, are described in the rulebook of your edition, so check it before setting up a different configuration.