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Posted 20 hours ago

Sit Down, Magic Maze, Strategy Card Game, Ages 8+, 1-8 Players, 15+ Minutes Playing Time

£13.725£27.45Clearance
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Magic Maze is simple and straightforward enough for most audiences, and it’s just plain fun, but it won’t be for everyone. As with most games involving a forced communication change, there’s a lot of opportunity (and incentive) to cheat. It just kinda depends on your player group, but that’s often the case with a lot of these sorts of games ( Fog of Love, Hanabi, any game where communication is limited in some way). To begin a game of Magic Maze, all players will get a tile that will tell them the actions they can take throughout the game. The great thing about using them (other than getting more time that is) is that you are allowed to talk.

I haven’t hated the time I’ve spent with it but I wouldn’t choose to play this over any other game in my collection – including Catan. The mall will continue to grow this way until all tiles are placed (Be very conscious of table space. In each subsequent scenario, characters will have to make it to their own exits, which are spread out around the mall.What ends up happening is that everyone, when they can talk, desperately tries to balance speed of conversation against its information content and that leads to people talking over each other and misunderstanding plans. They mention that it's great fun, an unbelievably social game, and that the single player mode is really fun.

You need to find the fun in someone banging a pawn in front of you while you become ever more increasingly aware of the fact that you’re the bottleneck in the whole unfolding disaster – that nobody can do anything until you do the one critical yet entire hidden thing that unblocks everyone else. pawn; One Score-sheet; The Great Book of Challenges; Theft tile; Sheet of stickers to stick on the Hero pawns (if you wish) which allows people with altered colour perception to recognise them. Each Player can move a Hero Pawn any number of spaces and at any time in their designated direction. The players are definitely working together, but even so, if there are five players at the table, there might be five plans for what is the best course of action. This is a fantastic tool for ruining relationships, frustrating your wife, or for looking like a fool.If you’re having a lot of trouble with it you might just need to be a bit firmer with your group, but honestly, just play the game in the way that lets you have the most fun. It’s still not where you’re going to find the fun – the hook that generates that grin I promised you earlier. The Dwarf will be able to pass through small passages that no one else can; the Elf allows players to talk when he explores; the Mage can add two new tiles anywhere in the mall; and the Barbarian is able to turn off security cameras, which are found on new tiles that you’ll use from Scenario 7 onward.

At any rate, the game ramps up in difficulty as you move along and as each pawn has its own special ability. It also allows “alpha gamer” quarterbacks–the bane of most cooperative games–an outlet for their direction of the other players without the annoyance of actually directing their moves.

Even moreso since you can’t talk or warn other players once the timer starts to go down in any way other than mashing the Do Something pawn. The only way for players to communicate is by either staring intensely at another player or placing the “do something” pawn in front of that player.

One I didn’t mention though is a little more personal – they really make you question your own judgement.

That said, every player should make sure to keep an eye on the timer, as it’s everyone’s responsibility. And Magic Maze is quirky enough and fun enough that it’s a good game to show off to people wary of hobby games, so it has a utility beyond just games that hold my interest. Solo is surprisingly difficult, which I appreciated, especially because it feels the same as the regular game. When you flip the hourglass, everyone gets to talk for as long as they like – but the sand keeps on running. The “do something” pawn keeps the game fun and energetic without bogging down in feelings of futility.

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