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Store:  Strategy Games
Genre:  Racing, Maze
Format:  Board Games


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Ages Players
12+ 2-4

Designer(s): Wolfgang Kramer

Manufacturer(s): Ravensburger Germany

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Product Description

Players compete as wizards in the valley of Magalon. Each player becomes a magician with multifunctional cards directing the players' moves. The object is to find the Stone of Wisdom, the Ring of Immortality and the Amulet of Power. The first player back to the starting point wins the game.

Product Information

  • Designer(s): Wolfgang Kramer

  • Manufacturer(s): Ravensburger Germany

  • Year: 1998

  • Players: 2 - 4

  • Ages: 12 and up

  • Weight: 1,490 grams

  • Language Requirements: Game components are language-independent. An English translation of the rules is provided.

Product Reviews


Average Rating: 4 in 1 review

Wonderfully creative interactive maze game.
February 13, 1999

Can you traverse the mysterious forest of Magalon in search of the Amulet of Power, the Stone of Wisdom, and the Ring of Immortality which will enable you to achieve entry into the prestigious Council of 11?! This is the dramatic fantasy premise behind the Ravensburger board game Magalon. Unfortunately, the story has no real bearing on the game. The actual play of the game essentially consists of two to four players racing through an ever-changing maze to retrieve three items, and whoever returns to base first wins. However, that concise description does not do justice to the great fun of this game.

Magalon contains a beautiful map board accompanied by high quality playing pieces and an identical set of cards for each player. Each turn the players select a card from their hand, which determines what specific actions they may make for the turn. This can range from moving obstructions (these walls are incredible), moving the Imps to attack other players, put up a defensive shield, or replenish your ever depleting 'magical energy.' This important decision, along with some strategic maneuvering is the crux of the fun. You are trying everything in your magical power to hinder the other players while clearing a path for yourself. Of course all of the other players are also trying to do this, so a grand chaotic revenge-filled 'take that' attitude permeates the game. Priorities and informal alliances change every turn, and the merriment just rolls along. The three and a half pages of the English rules translation is the typical 'What does that mean?' variety, but nothing unfathomable.

The only detriment to the game is the somewhat anticlimactic finish, where players are sometimes put in a bind as to who to let win. You can't hold off everyone by yourself, so someone eventually slips through the cracks. Since player interaction is the mainstay, the two player version is not as fun, but for three or four frustration mongering players, you could not find a more colorful and entertaining game.

Other Resources for Magalon:

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