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Information

Designed By: Richard Hamblen
Published By: Avalon Hill
Mfg suggested # of Players: 1 - 16 players
User suggested # of Players:
Best with 3 players
Recommended with 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 players
(13 voters) [poll]
Playing Time: 240 Minutes
Mfg Suggested Ages: 12 and up
User Suggested Ages: 12 and up
(4 voters) [poll]
Language Dependence: Some necessary text - easily memorized or small crib sheet
(5 voters) [poll]
Category: Exploration
Adventure
Fantasy
Mechanics: Variable Player Powers
Role Playing
Modular Board
Co-operative Play
Other Names: N/A

Description

[Edit] [History]

From the 2nd edition rulebook intro for MAGIC REALM:

MAGIC REALM is a game of fantasy adventuring, set in a land filled with monsters, fabulous treasures, great warriors and magicians. The scene is set in the ruins of a mighty kingdom, now inhabited by sparse groups of natives and swarms of monsters. Beneath it all are the rich remnants of a magical civilization , scattered and lost across the map.
To this scene come the adventurers, seekers of riches and fame, to make a name for themselves in this promising field. Swordsman and Dwarf, Magician and Sorceror, the humans and the half-humans come seeking to loot the legendary riches of a lost civilization. Now you can play the part of one of these adventurers, stepping into an unknown Realm of magic and monsters, battles and treasures.

As a player, you will take on the role of one of the sixteen major characters who are represented in detail in the game. You will control where he goes, what he tries to do, how he handles himself in combat and much more. In the course of the game you will run into deadly monsters, tribes of humans ranging from old friends to sworn enemies, and treasures that will enhance your abilities in many ways.

MAGIC REALM is a complex game designed to recapture the suspense and desperate struggles of fantasy literature. The game creates a small but complete fantasy world, where each game is a new adventure with a new map where everything lies hidden at new locations. The game includes many more playing pieces than are actually used in a single playing. The additional pieces are set up and can appear, depending on the directions in which the characters explore, but many of the treasure troves, treasures and spells will still be set up, unfound, when the game ends, and many of the monsters and natives might never be met. The result is an extremely unpredictable game full of surprises, a game that plays very differently each time it is played.
The complete game system includes hiking, hiding and searching, fatigue, wounds, rest, trade, hiring natives and combat between characters, monsters and natives using a variety of weapons on horseback and afoot, as well as many magical effects.

Between exploring a new land where the mountains, caves, valleys and woods change every game, and not knowing what you will find in each place, you will find each game a new and unpredictable adventure, filled with surprises. You will find this like no other board game you have ever played.

See also the list of articles about Magic Realm in The General.

More Information

[Edit] [History]
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0 Magic Items (revised) - Alphabetical
(revised) Magic Realm Magic Items - Alph...
An alphabetically arranged list of types and descriptions. Revised: Missing artifacts and sources of color change. Checked against Table of Magic Items in 3rd Edition.
5 Magic Realm Combat Flowcharts
MRflowchart.pdf
Evenings got you down? These comprehensive (and extensive) flowcharts will step you though just about every aspect of combat. Also included are references to the 3rd edition MR rules. They are VERY helpful, and I still refer to them often. I made these flowcharts a long time ago, when I had my own aspirations for computer-izing MR. However, it only went so far, and in the meantime the excellent RealmSpeak started development. I'm happy to say that I passed these flowcharts off to Robin and he found them very helpful in his efforts.
0 New Magic Cards
New magic cards.ppt
All the Spells from the first expansion. In ppt format, but they match up with the old cards in pdf format. Also contains the card-backs
0 Spell Cards in pdf
Spellcards1.pdf
The original Spells on a larger card containing more info. Very useful
2 Spellsheet
spellsheet.xls
A listing of all available spell, includes first expansion, with checkboxes for in game tracking. In xls format.
3 player aid, outline of day.doc
Player aid, outline of day.doc
basic outline of sequence of play on two sided player aid card. Print on card stock.
0 player aid, outline of day
Player aid, outline of day.doc
outlines character actions and some basic mechanics of game play. some new players have found it useful.
1 Setup Tables formatted for use with 1 1/6" x 2" cards
MRSetup_fancy-cards.zip
Setup tables for use with cards created on Avery 27871 Buisness Card stock or similar layout. Finished card dimension approximately 1 1/6" x 2" Setup is on one 11x17 sheet for everything but the Treasure within treasures. Treasures within treasures are on a single 8 1/2 x 11 sheet.
1 Compendio Mínimo de Reglas para Jugar a Magic Realm
Reglas Mínimas.pdf
Traducción al español de 'The Least You Need to Know to Play Magic Realm', de Stephen McKnight.
3 Fancy Spell Cards
Spells-Fancy.pdf
Cards formatted for printing to Avery 27871 Buisness Card stock or similar layout. 3 spell cards per buisness card. Finished card dimension approximately 1 1/6" x 2"
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