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The material as out of the box - everything in zip bags, nicely and tightly packed.
Initial setup example.
"Institute for Magical Arts" Box Cover
Artwork from a game card
Superfish provided the reference art for the cover.

The Institute for Magical Arts (2015)

Players
2
Best: 2
Playing time
30–30 min
Age
8+
6.77
Average rating
350
Ratings
1.82/5
Weight
#7232
BGG rank
Outside top 5,000
Designer:Steve Finn
Artist:Lawrence van der Merwe
Publisher:Dr. Finn's Games
Average rating, ratings count, weight and rank are sourced from BoardGameGeek (BGG).
Game DNA
  • This game: Strategy 5, Luck 9, Interaction 7, Complexity 3.6, Theme 6
Strategy5.0
Luck9.0
Interaction7.0
Complexity3.6
Theme6.0

This game's strategy, luck, interaction, complexity and theme.

FantasyDiceVariable Player PowersSimultaneous Action SelectionDice RollingArea Majority / Influence

Overview

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.

Expansions

The Institute for Magical Arts: Ethereal Powers Expansion
Not available yet

Player reviews, retailers/pricing and rules videos have no real data source for this game yet.

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