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Driven by their lust for invaluable mithril and precious gemstones, the dwarves dug deeper and deeper under the mountain. One day they dug too deep, and opened the ancient vault of the sleeping demon Magdar in his primordial prison of lava and shadow. But even as the demon advanced towards the dwarves, they were amazed by the gemstones that, driven by Magdar's heat, sprung from the rocks before him. They may have dug too deep, but a greedy and daring dwarf could still have a chance to make good on a bad day.
In Magdar, each player controls a team of dwarves prospecting for riches on a board that is slowly being destroyed over the course of play. Do you run back to safety with what few gems you have? Or do you risk Magdar's wrath and dig deeper in search of more?
- 23 gem counters
- 11 mithril counters
- 30 boulder tiles
- 8 dwarf tokens
- 1 die
- 1 cave entrance
- 12 optional counters
- 4 special boulder tiles
Average Rating: 4 in 1 review
Using just the basic rules, there just aren't enough options to make the game interesting over time. Strategies are obvious. You post one dwarf at the rear to mine mithril, and one dwarf forward to mine gems, preferably directly behind an opponent's dwarf.
The advanced rules create more options, and the game flourishes with these adjustments. Lures are particularly useful.
Furthermore, even with the advanced rules, the rules are comparitively short and easy to pick up. It won't take more than 10 minutes and a practice play-through to get fellow gamers hooked.
Shuffle the tiles, each of which has several numbers, into a rectangle. Put Magdar the demon beside one of the rectangle's short sides. Every turn, each of your two dwarfs performs one action: He may jump to any unoccupied tile, mine for Mithril or Gems, or leap off board with booty. Mining Mithril requires three turns: First place a counter on a dwarf's space, then flip it, and, finally, take it off the board.
Gems are available only on rows precariously close to Magdar, where initial values range from two to eight. You can bravely spend turns increasing gems' values, before carrying them off. End by rolling a die. Remove one tile from play (returning its contents to the game supply) among those with that number that are closest to Magdar. Play ends when one column's tiles disappear. Gems accompanied by Mithril score their value. Most points wins. This nerve-racking game, which includes advanced rules, is more than a "miner" achievement.