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Magia Cum Laude box art
2017 Ranked #16,743

Magia Cum Laude

An indirect influence game has magicians move apprentices and a master to help favored students complete their examinations. Secret spells and a shrinking movement-card deck create competing incentives before success or time ends the test.

Abstract Strategy Deduction Set Collection Hand Management

Players

2-6

Play time

45-60 min

Age

8+

Complexity

2.5/5

Rating

6.82

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.3/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

The apprentices of the Academy of Babas came together to fulfill their master exam. For this purpose, each of them has received a test spell, which consists of a certain composition of six energy stones.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

The apprentices of the Academy of Babas came together to fulfill their master exam. For this purpose, each of them has received a test spell, which consists of a certain composition of six energy stones. Now they have to collect the stones, which are spread on the floor tiles of the tower. But this is not as easy as you thought, as well as the other apprentices and one or the other of the masters want to have this energy, too. Magia Cum Laude is about a magical test. Each player takes the role of a magician that can interfere with the test event in the tower. He is doing this by playing movement cards with which he can move both, each apprentice, as well as the Master. Each magician would also like that the apprentices also fulfill a secret spell for them and, of course, every magician also has two favorite students, whom he'd like to complete their examination successfully. The game ends either a magician succeeded in making his two students pass their test or the time has expired. This happens when the deck of movement cards is empty. The magician who generated the most victory points wins.

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
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Player resources

Rulebooks, player aids, FAQs, and solo resources.

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Game and edition data

All specifications (5)

Play and group

Players
2–6
Best with
2–6
Play time
45–60 min
Age
8+
Complexity
2.5/5
Credits and catalog connections

Credits

Designers

1
Conrad Hamel

Artists

1
Christian Opperer

Publishers

1
Spieltrieb

Linked items

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