Boardgames

The Institute for Magical Arts

Compete to become headmaster by placing power stones, winning cards, and gathering magical powers in this two-player dice game.

30
minutes

2 - 2
player(s)

Medium Light

The Institute for Magical Arts board game cover

About this board game

The Institute for Magical Arts is a two-player dice and area control game that plays in about 30 minutes. Players compete to become the Institute’s new headmaster after the mysterious disappearance of Dr. Finneas, its principal magician and headmaster.

The Institute is in a state of discord, and two senior wizards are striving to restore harmony while pursuing very different visions for its future. To claim the title, each wizard must earn the trust of colleagues and gather as much magical power as possible through the tools of their trade.

Dice rolls drive the game’s central contest. Players use their results to place power stones onto different cards, seeking to gain control and ultimately win those cards. Each placement contributes to the struggle over the Institute’s available magical resources, making area control a key part of the rivalry.

  • Two-player competition: Designed specifically for a head-to-head contest between two senior wizards.
  • Dice-based decisions: Use dice rolls to determine where power stones can be placed.
  • Card rewards: Won cards provide special powers, victory points, or both.

Winning the right cards can strengthen a wizard’s position while also advancing their score. Because cards may offer new special powers as well as victory points, each contest over them can shape the direction of the game.

With its magical setting, compact play time, and direct struggle for control, The Institute for Magical Arts presents a focused duel for players who enjoy dice, card contests, and area control. Every power stone helps determine which wizard will gain the trust and influence needed to lead the Institute.