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

£13.725
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Sit Down, Magic Maze, Strategy Card Game, Ages 8+, 1-8 Players, 15+ Minutes Playing Time

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

RRP: £27.45
Price: £13.725
£13.725 FREE Shipping

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I’ve played it four players with two separate groups and the most enthusiastic anyone has been so far is to say, ‘I don’t know – it’s okay! Due to this alarming observation, Management has installed new security systems to dissuade any further dishonest deeds. And time is running out – nobody is near an hourglass, and you wasted so much time on this discussion only to have it all fall apart in the first thirty seconds. The limitations; firstly each player can only move the characters in a limited direction / with limited actions. I’ve heard some reviewers say that they wouldn’t play with more than four or five players because of these logistical concerns.

Then again, if you push your group to the brink of the last few sands falling, you might miss out and lose the game.

One scenario might involve no talking at any point, or might have multiple dimensions to the mall, and so on. 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 problem is, they don’t really know the mall that well, and they’ll need to abscond with their ill-gotten gains. This creates some unintentional but wonderfully playful moments of bewilderment and mild frustration. You should apply the stickers to the pawns to help make them easier for players with an altered color perception.

In some ways Magic Maze reminds me of those endlessly tedious memes that get shared around about arithmetic or language or algebra. The green pawn, when exploring from a green space, also permits a few moments of snatched conversation. The Portal player should especially be doing this early on, as they can always portal Purple back to the Start and move it to that first timer space. If there’s one small issue with Magic Maze, it’s that the group’s focus is so intense on the characters, that no one is looking to see if time has run out. Honestly, I haven’t quite figured out how to do this within my normal writing style, but I’m kind of a “first draft best draft” kind of dude, so here we go.Take that as you will but consider that I have a cyanide capsule installed in one of my back molars as a safeguard against someone bringing Settlers around to game night. When I look at the game bereft of that central concept thought I don’t see something that’s much worth playing. In ideal circumstances you’re not so much sacrificing the social side of the game as you are boiling it until the lid blasts off and kills someone. The timer provides another fun wrinkle to the game: players are allowed to talk freely whenever the timer is flipped.

Someone else is handling the vortexes that can teleport pawns from wherever they are to a vortex portal elsewhere in the maze. The game also includes ten “full-game” scenarios beyond the initiation campaign, each of which just tweaks the basic rules of the game a little to make it more difficult. The first is that it’s frustrating rather than funny to be the source of everyone else’s impatience.The contestant would spend 10 minutes in a frantic haze before throwing everything into their trolley as fast as they can. David Norris on Air Land and Sea expands its battle lines with Spies, Lies and Supplies – Review Great to hear, I'm a big fan as well. For example, I might be in charge of moving all of the characters North, while you are only allowed to move them East.

What’s funnier is in never wanting the ire of the Pawn of Passive Aggression, you’ll watch the board so intensely you’re more likely to miss your turn to move the characters. 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. Once the sand timer is flipped, everyone will work simultaneously to move the characters around the mall, but no one can talk. 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. It would be a beautiful story of redemption except that the sudden aortic expansion would just bring on a massive and potentially lethal heart attack.The tricky thing is that each player must form their own plan, and there’s not really a way to get everyone on the same page. Beyond this, players do not control pawns but actions, and these actions are micro, often as simple as moving a pawn in a single direction. Sometimes it’s when the game stops showing you anything new – when you’ve got the feel of the thing nailed down and no surprises are left to be revealed. I confess I didn’t pay a lot of attention to the back story because this is the first thing I don’t like about Magic Maze – the fantasy theme is so soporific that it could be weaponised into a riot control aerosol spray. 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.



  • Fruugo ID: 258392218-563234582
  • EAN: 764486781913
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