
- BGG rank
- BGG #5,629
- BGG rating
- 6.6
Dead Man's Doubloons
- 2–6 players
- 45 min
- Complexity 2.6/5
- 2018

Expansion for The Institute for Magical Arts
2016
Rules assistance for The Institute for Magical Arts: Ethereal Powers Expansion
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

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Answers come from the official rulebook, with the page to check.
The Institute for Magical Arts: Ethereal Powers Expansion is an expansion for The Institute for Magical Arts released in 2016 for 2 players, 30–60 minutes per game, and ages 14 and up. Its main mechanics are Variable Player Powers, Area Majority / Influence, and Simultaneous Action Selection.
This 12 card pack provides 12 unique Institute cards for use with the base game. The new cards provide a variety of powers, some of which affect the Portal and/or the Ethereal Realm -- in contrast to the base game. In addition, there is a recommended rule change regarding the game ending condition; players may now win the game by having 3 more character cards than his/her opponent.
The Institute for Magical Arts: Ethereal Powers Expansion 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.
The listed playing time for The Institute for Magical Arts: Ethereal Powers Expansion is 30–60 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists The Institute for Magical Arts: Ethereal Powers Expansion for ages 14 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
The Institute for Magical Arts: Ethereal Powers Expansion belongs to these categories: Fantasy and Dice. Its main mechanics are Variable Player Powers, Area Majority / Influence, and Simultaneous Action Selection. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The catalogue lists The Institute for Magical Arts: Ethereal Powers Expansion as an expansion for The Institute for Magical Arts. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need The Institute for Magical Arts to use it. Check that your edition of The Institute for Magical Arts is compatible, as some expansions were revised between editions.