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Magical Athlete - Is a racing game of pure chaos! Roll a die and move your racer that many spaces — but all the racers have wacky, game-breaking abilities. Race four times, then whoever has the most points wins! Before the racing begins, players will draft the four racers they will have in the game and choose before each race which to use. Races alternate between the "mild" side of the board and the "wild" side of the board. A race ends once two racers have crossed the finish line — with, generally, only these two players receiving points. $50.00.

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​Magic Maze - Recently stripped of your possessions, your group of down-on-their-luck adventurers has nary a copper piece between you. Your only option if you’re to resume your dungeon-delving activities is to sack the local mall of valuables and supplies. Magic Maze is a real-time, co-operative game. Each player can control any of the 4 Hero pawns whenever he wants in order to make that hero perform a very specific action, to which other players do not have access: move north, explore a new area, ride an escalator… all of this requires rigorous co-operation between the players in order to succeed at moving the heroes wisely, and complete your mission before the sand timer runs out. Moreover, you will only be allowed to communicate for short periods during the game. The rest of the time, you must play without giving any visual or audio cues to each other. $50.00. Also available Magic Maze Pocket $30.00.

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Mean! - Is a 2-8 person strategy card-game for players aged 8 and up. With simple rules designed for families and adults alike, MEAN! Is easy to pick up and play at any occasion. The objective is familiar: clear your hand before your opponents but with fresh mechanics and fun ways to sabotage, MEAN! quickly becomes a ruthless game to get everyone engaged. Gameplay is driven by "Card Direction", where cards are played either going up or going down in value. You can use strategic special cards to change the direction, force hand swaps or play the eponymous MEAN! card to punish your frenemies and take them down. $30.00.

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The Mind - Is more than just a game. It's an experiment, a journey, a team experience in which you can't exchange information, yet will become one to defeat all the levels of the game. In more detail, the deck contains cards numbered 1-100, and during the game you try to complete 12, 10, or 8 levels of play with 2, 3, or 4 players. In a level, each player receives a hand of cards equal to the number of the level: one card in level 1, two cards in level 2, etc. Collectively you must play these cards into the center of the table on a single discard pile in ascending order but you cannot communicate with one another in any way as to which cards you hold. You simply stare into one another's eyes, and when you feel the time is right, you play your lowest card. If no one holds a card lower than what you played, great, the game continues! If someone did, all players discard face up all cards lower than what you played, and you lose one life. $30.00.

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​Modern Art - Buying and selling paintings is a very lucrative business, at least that's what Hollywood's led us to believe, and that's the premise of this game. Five different artists have produced a bunch of paintings, and it's the player's task to be both the buyer and the seller, hopefully making a profit in both roles. He does this by putting a painting from his hand up for auction each turn. He gets the money if some other player buys it, but must pay the bank if he buys it for himself. After each round, paintings are valued by the number of paintings of that type that were sold. The broker with the most cash after four rounds is the winner. $55.00.

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Monikers - Is a party game based on the public domain game Celebrity, where players take turns attempting to get their teammates to guess names by describing or imitating well-known people. In the first round, clue givers can say anything they want, except for the name itself. For the second round, clue givers can only say one word. And in the final round, clue givers can’t say anything at all: they can only use gestures and charades. $50.00.

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Muffin Time - Is a chaotic card game with more twists and turns than you can shake a spork at! Battle your friends, family, and hyper-intelligent pets by drawing and playing from a deck of unique cards that'll either help you, thwart others, or mix things up for the sheer hell of it! To win the game, you just need to start your turn with exactly 10 cards in your hand but if you think that'll be easy, you're wrong (wronger than a duck wearing shoes- and that's pretty damn wrong). Players draw a card on their turn and can choose to "place" up to three trap cards out of their hand. As a second part of their turn they either pick up one card or play one action card, which are all unique and can have wide-ranging consequences on the other players or game as a whole The game ends when a player wins when someone starts their turn holding exactly 10 cards. $30.00.

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​Mysterium Refresh - A horrible crime has been committed on the grounds of Warwick Manor and it's up to the psychic investigators to get to the bottom of it. In Mysterium, one player takes on the role of the ghost and over the course of a week, tries to lead the investigators to their culprit. Each night the team will be met with visions, but what is the ghost trying to tell you? Can the psychics determine the weapon, location and killer or will a violent criminal pull off the perfect murder? $70.00

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Dungeon of Magic
Shop 2B Basement Royal Arcade
​
335 Bourke Street
Melbourne, Victoria, Australia, 3000

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