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Puzzle Master
The Test of Magic Power
The Test of Magic Power
by ORU (2020)
Player Count
2 to 4

Player Ages
6+

Playing Time
15 minutes to 40 minutes
Categories
  • Dice
  • Designers
  • Oru
  • Mechanisms
  • Turn Order: Auction
  • Artists
  • Oru
  • Rating: 0/10 from 0 users

    Description

    Preparation
    All(5) Magic stone cards (Hereafter "Ms") to common deck.

    All(10) Level 1 and all(10) Level 2 Magic cards(Hereafter “Mg”) each to common deck.

    “First Exam”
    The “First Exam” will consist of five rounds

    1. determination of the starting player (hereafter “SP”)
    The player who rolls the die and rolls the lowest number becomes SP. After that, The player who draws a Ms card is the SP.

    2. what you can do on your turn
    2-1. SP's turn

    (1) SP rolls three dice and draw an Mg card(*).

    (2) Changing of Turn : The players take turns in a clockwise direction. During the turn change, any one die may be rolled once to interfere with the next player.
    In addition, if you have 1 or more Mg cards in your hand, you may stock (set aside) 1 Mg card in your hand. The stocked Mg cards cannot be used during that round, but are added to your hand at the start of the next round. Only one Mg card may be stocked at the end of your turn, and you may stock up to two (no Ms cards can be stocked).

    2-2. non-SP turns

    (1) Dice Action (see "3. Choosing a Dice Action")

    (2) Use of Mg cards (see "4. Use of Mg cards")

    Turn change: Same as in the case of SP's turn.

    3. Choosing a die action
    Choose one of the following three actions

    A. Roll two dice. Draw an card corresponding to the result (*). After that, you may use the Mg cards in your hand. However, you cannot draw an Mg card after you have used the Mg card. (You can still draw Ms cards(*).

    B. Roll a die. After that, you may use any Mg cards in your hand. However, you cannot draw an Mg card until the next turn (but you can draw Ms cards(*)).

    C. Do not roll a die. After that, you may draw an card (*). However, you may not use an Mg card until your next turn.

    • : When drawing a card, the roll of the die must meet the following conditions, depending on the type of card (see the lower left corner of the card).

    Ms Card→Every die roll must be the same (identical)

    Level 1 Mg cards -> two dice with the same roll (e.g. “1, 1, 4” , “3, 3, 6” etc.)

    Level 2 Mg cards → 3 consecutive die rolls (e.g. “1, 2, 3”, “3, 4, 5” etc.)

    4. Use of Mg cards
    Mg cards can also be used before a die action(even if you choose die action C, you can still use Mg cards before the die action).
    And that time, you can draw Ms card if you can make every die roll to the same.

    5. End of the round
    When any player draws a Ms card, the round ends. When the round is over, all players return their Mg cards to each deck and shuffle them. At the start of the next round, each player adds his or her stock of Mg cards to his or her hand. If the number of cards in the hand is 4 (3 in 2 players) or more, the player discards the Mg cards so that the number of cards in his hand is 3(2 in 2 players).

    When all Ms cards have been drawn (after five rounds), the “Final Exam” begins.

    6. “Final Exam”
    No Mg cards will be used in the “Final Exam”. If a player fails to take any Ms cards at the “First Exam”, he or she will be disqualified at this point.

    (1) All players who take the “Final Exam” must reveal the Ms cards in their hands. If the player with the lowest total points has 1 point Ms card(Ms has 1 to 3 points), he or she becomes the “Summoner”, and an errand boy is summoned.

    The Ms card of the player with the highest Ms card total is shuffled by adding 1 point Ms card to the Ms card of the player with the highest Ms card total points. The “Summoner” draws one card from the cards and makes it his or her own hand.

    (2) Magic value calculation
    Each player multiply the total points of Ms cards in their hand with the numbers of players. And that is each player's magic value.

    Start the “Magic value amplification” with the player who has the highest magic value starts.

    (3) Magic value amplification
    The player who rolls three dice and multiplies the total points of the dice by the magic value to determine the “Final magic value”. The player with a “Final magic value” of 80 points or more passes the exam.

    —description from the publisher

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