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Dragonlance Mage Stones box art

Dragonlance Mage Stones

Players

2-6

Time

?-?

Age

10+

Weight

1.45

Rating

5.98

Fit

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.2

Scales well

Strategy 4.6

Deep strategy

Control 3.5

More strategic control

Table feel

Dragonlance Mage Stones has a high level of direct confrontation and strategic depth in confrontation. Players must frequently pay attention to and react to each other's strategies and turns. However, the game does not emphasize cooperation as much as other aspects. Overall, the game has a strong interaction score.

Replay value

Dragonlance Mage Stones has a high variability gameboard, offering different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game provides deep strategic possibilities and room for improvement over time. Player interaction is moderate. It scales well with different numbers of players without compromising its appeal or balance. The game is moderately easy to learn, offering a balance between depth and accessibility. Overall, Dragonlance Mage Stones has a strong replayability score of 7.9.

Luck profile

Dragonlance Mage Stones has a moderate level of luck influence. Random elements have a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

Very vaguely themed to the AD&D Dragonlance campaign background. The board is a grid 7 x 9, with columns numbered 3-9, columns representing planes of reality, rows representing schools of magic, though this has no effect on gameplay. The board "wraps" top to bottom, but not for the purposes of diagonal capture. Players roll 3d3 (six sided dice numbered 1-3 twice), and place their coloured tokens on a space in the column matching the dice total. The exception to this is where the three dice are all different, where the player misses a turn "distracted by events in the prime material plane." When a player rolls all three dice the same, they get another turn after placing their stone. Capture of opposition stones is in the style of Othello/Reversi, but captured stones are removed from the board and returned to their owner. First player to place all their stones wins. Re-implemented by: Let's Do Lunch!

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Credits

Designers

2
Tom Kruszewski Steve Weiss

Publishers

1
Tactical Studies Rules (TSR)

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