Brent Paschall
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Thaxton
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As I have related in a previous post, I am teaching my 6yo (Joy) and 8yo (Sarah) daughters Magic Realm. We had worked through the first four scenarios from the 1st Edition Rulebook. The scenarios are repetitive, but repetition helps, and each scenario adds a little more. The fifth scenario adds natives, which lets them buy, sell, hire and be attacked by natives.

How to Hire

My kids do a good bit of buying and selling already, but they have never hired anyone, so I demonstrated two attempts to hire:
- The White Knight trying to hire one of his allied Knights of the Order
- The Black Knight trying to hire a Knight of the Order

Sarah rolled a 2 on the Allied Meeting table and hired the Knight for the base price of 8 gold. She now had one of the most powerful natives working for her.
I rolled for the Black Knight on the Enemy Meeting Table and got Blocked/Battled by the whole Order.

Now it was time to see how it worked in a real game. We each assigned 4 points of victory conditions. The game would end when any one of us got all four points.

Joy took the Bezerker and chose 1pt Great Treasures, 1pt Fame and 2pts Gold as her victory conditions.
Sarah took the White Knight and chose 2pts Fame, 1pt Notoriety and 1pt Gold as her victory conditions.
I chose the Black Knight and chose 1pt each of Great Treasures, Fame, Notoriety and Gold.

Week One - This Should Bring Down the Unemployment Rate


We all started at the Inn. Joy's Bezerker wanted to do some hiring of her friends the Rogues. I agreed to give her all my gold so she could hire a few. Since my Black Knight was only on neutral terms, I went off with the White Knight to, as I thought, seek some adventure, but Sarah's White Knight was headed to the Chapel to try to reproduce her result in the demonstration hire when she got a Knight of the Order on her first roll.

The Chapel was no place for the Black Knight, so he decided to take on the ghosts and pick up a bit of Notoriety. I destroyed both ghosts, but they damaged my armor.

Joy spent three days hiring at the Inn and came away with four Rogues. Sarah spent three days hiring at the chapel and manage to hire a Knight of the Order for 8 gold. Not bad hiring for my Magic Realm initiates!

White Knight - Hired Order III - 0T/0F/0N/2G
Bezerker - Hired Rogue VII,VI,V & IV - 0T/0F/0N/0G
Black Knight - 0T/0F/6N/6G

Week Two - Cleaning out the Lost Castle

With my armor damaged, I was leery of combat, but it turns out that we had plenty of help. We stumbled across a Lost Castle in the nearby cliffs discovered the Pool, with a Shrine in the next clearing. Sarah's hired knight distracted the Octopus while the White Knight dispatched it. Then for several days we looted the pool, and nearly every evening new creatures would show up for us to take on: a Tremendous Flying Dragon, a Flying Demon, several serpents, a bat or two. Both the White Knight and the Black Knight pulled a great treasure from the pool; I got the dragonfang necklace and the deft gloves, a particularly useful find. The deft gloves netted me the Toadstool Circle and the Golden Icon, which I could not carry and had to drop. While the Bezerker and his Rogues kept trying to get the last few treasures from the pool, the White Knight headed over to try his luck at the Shrine.

When it came to dispatching the monsters, the White Knight was seeing more results than the Bezerker. On round one, Sarah's two knights would outreach any of Joy's personnel with their great swords. On later rounds, my often-alerted mace would be quicker than her attacks. So Sarah and I took out most of the creatures that came our way. And with two Tremendous Monster whacking knights, Sarah really surged.

White Knight - Hired Order III - 1T/53F/53N/2G
Bezerker - Hired Rogue VII,VI,V & IV - 0T/4F/2N/0G
Black Knight - 1T/21F/27N/6G

Week Three - Man on a Mission

Early this week the Rogues began collecting Unemployment Compensation again. Soon the White Knight's compatriot would as well.

Both the White Knight and the Black Knight had met their Fame and Notoriety requirements and all we needed was gold. The Black Knight was feeling a sense of urgency and was strongly considering attempting to get the Devil's Sword from the Toadstool Circle, in spite of the risk of curses. Then a group appeared in the Shrine clearing where the White Knight was searching, desiring an escort to the Chapel.

This was a perfect opportunity for the White Knight, and I explained to Sarah how she could escort them to the chapel and earn 16 gold, which along with an equipment dump would net her enough for her gold requirements. But she balked at the idea of selling her sword and armor, even if it was the end of the game, and decided to keep trying to get treasure to sell from the Shrine site.

So the Black Knight decided to step in. He picked up the travelers and carried them to the Inn where dropped them off, sold his excess treasures and claimed victory.

White Knight - 1T/53F/53N/2G
Bezerker - 0T/14F/12N/0G
Black Knight - 1T/36F/42N/47G

P.S. The game ended when the Black Knight declared he had met his victory requirements, and everyone assumed he was the victor. But I later calculated the full game scores, with base and bonus included and the Black Knight and White Knight were tied with 4 total pts.

P.P.S. In writing up this session report, I realized that the Black Knight really was trying to pull one over on his fellow adventurers. Instead of delivering the travelers to the Chapel, he delivered them to the Inn, and therefore should not have claimed the 16G reward or the 5N refund. Thankfully, it didn't change the total score at the end.

White Knight - 1T/53F/53N/2G
Bezerker - 0T/14F/12N/0G
Black Knight - 1T/36F/37N/31G


Now, do I try introducing Magic for our next game!?!?
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Brent Paschall
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mi98c10 wrote:
There is no next game I'm calling the cops!!!!!!


Okay, but if the Tremendous Flying Dragons couldn't stop us, what can the cops do??

Quote:

Magic's not that hard. Took me a couple of months to figure it out then hit myself cause it's so easy. All you need is the right color and the right chit to cast a spell


I know what you're saying. There are some of the fine points [esp. tactics/strategy] that they don't have a grasp on, but most of the tricky stuff that seems counter-intuitive to me as a long-time gamer they have no problem with.

Then I think, "They are learning how to read the ENGLISH LANGUAGE, how hard can Magic Realm be?!"

 
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GodRob
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While primarily used for killing vampires, a wooden stake to the heart is also highly effective against most other opponents.
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Magic involves some preparation and study before starting the game. For example, Stones Fly sounds like a great spell but rarely works in practice.

Some characters can cast spells but are not really considered "magic-users". Woods Girl, Elf, Pilgrim, and White Knight. (It's a shame about the Elf because he's got lots of spells to choose from)

The Magician is fun but takes some preparation. I like Poison for his hired Rogues and Transform for the really tough monsters. Remedy is great for removing all of those curses he'll be getting from Reading Runes.

Fiery Blast and Melt into Mist are great combinations. Since Melt into Mist is permenant, just cast it on turn 1 and activate as needed. Great for the Sorcerer or Witch King.

Lots of luck involved with the Wizard, Witch and Druid. While fun to play (aren't they all?), it's difficult assigning the right victory points for each game. Put a point in Spells for the Wizard and you can rest assured that he'll never find the Altar that game! Pick Absorb Essence for the Witch and that pesky Dwarf will kill the Tremendous Flying Dragon before she can absorb him! It's fortunate that they can all choose Prophecy as a starting spell.

Also, look through the optional rules for enhancements to some of the spell casting characters. They can really use the help.

I would suggest two magic using characters and one tank for your first trial. Try the classic Elf, Wizard, and Dwarf combination for a fun game!

Robert
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Brent Paschall
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robertg611 wrote:

I would suggest two magic using characters and one tank for your first trial. Try the classic Elf, Wizard, and Dwarf combination for a fun game!


Thanks for all the recommendations. We're chomping at the bit!
 
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