The Institute for Magical Arts: Ethereal Powers Expansion
BGG rating
7.3

Expansion for The Institute for Magical Arts

The Institute for Magical Arts: Ethereal Powers Expansion

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.

  • 2 players
  • 30–60 min
  • 14+

Rules assistant for The Institute for Magical Arts: Ethereal Powers Expansion

What would you like to know?

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.

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About the game

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.

Questions and answers

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.