
2021Jens-Peter Schliemann, Bernhard Weber
Mainly reviews. Magic Mountain is covered on BoardGameVideo.com by 11 reviews, 3 how-to-play guides, 3 recorded sessions, 1 unboxings, and 2 other videos.
From BoardGameGeek
In Magic Mountain, a.k.a. Zauberberg, you want to move the sorcerers' apprentices down the mountain ahead of the witches - but you don't always know how the will-o'-the-wisps will make the figures move. To set up, place supports on the game board to elevate the starting area, then place six sorcerers' apprentices in the back row and four witches on their designated starting spaces. Add the five colored will-o'-the-wisp marbles to the bag. On a turn, draw a will-o'-the-wisp, then place it at the top of one of the six starting channels and let it go. If the will-o'-the-wisp hits a figure, the ball will stop. Pick up this figure and move it to the next open colored space on the winding path that matches the color of the will-o'-the-wisp. If you're moving a sorcerers' apprentice, you might want to do it quickly because if the will-o'-the-wisp hits that same figure, you can move it once again! Don't rush moving the witches, though, since you want them to move as little as possible. If a will-o'-the-wisp doesn't hit any figures, then you must move a witch of your choice to the next matching colored space. Once all five will-o'-the-wisps have been drawn, return them to the bag and start again. If you manage to move four sorcerers' apprentices to the bottom of the mountain before three witches get there, you win! You can adjust the difficulty of the game by requiring more sorcerers' apprentices or fewer witches or both. Alternatively, you can play the game competitively, with each player or team trying to get their group of four figures down the mountain first. [Admin note: Magic Mountain is listed for 2-6 players, whereas Zauberberg is listed for 1-4 players, but the gameplay seems identical in both releases.]
Magic Mountain has 20 videos from 19 creators: 11 reviews, 3 how-to-play guides, 3 playthroughs, 1 unboxing and 2 other videos. They date from 2021 to September 2024.
To learn the rules, start with "Magic Mountain - Bower Family Learns" by Bower's Game Corner, which runs 18 min. For a quicker teach, "How to Play Magic Mountain" by Game Like A Mother runs 8 min.
For an opinion before you buy, start with "Magic Mountain Review: The 2022 Kinderspiel Winner" by The Dice Tower. 11 creators have reviewed it. To see it played, watch "Magic Mountain - GameNight! Se10 Ep2 - How to Play and Playthrough" by BoardGameGeek, one of 3 playthroughs.
If you like it, try Temple Twist, Château Roquefort and Aquädukt, also by Bernhard Weber, or Fire and Ice, also by Jens-Peter Schliemann. It appears in convention videos from PAX Unplugged.
Сергей Рябухин / Настольные игры /
Look Who's Blogging
8 of 19
2007Jens-Peter Schliemann, Bernhard Weber
2 - 4 players30 minLight weight
From BoardGameGeek:
In Magic Mountain, a.k.a. Zauberberg, you want to move the sorcerers' apprentices down the mountain ahead of the witches - but you don't always know how the will-o'-the-wisps will make the figures move. To set up, place supports on the game board to elevate the starting area, then place six sorcerers' apprentices in the back row and four witches on their designated starting spaces. Add the five colored will-o'-the-wisp marbles to the bag. On a turn, draw a will-o'-the-wisp, then place it at the top of one of the six starting channels and let it go. If the will-o'-the-wisp hits a figure, the ball will stop. Pick up this figure and move it to the next open colored space on the winding path that matches the color of the will-o'-the-wisp. If you're moving a sorcerers' apprentice, you might want to do it quickly because if the will-o'-the-wisp hits that same figure, you can move it once again! Don't rush moving the witches, though, since you want them to move as little as possible. If a will-o'-the-wisp doesn't hit any figures, then you must move a witch of your choice to the next matching colored space. Once all five will-o'-the-wisps have been drawn, return them to the bag and start again. If you manage to move four sorcerers' apprentices to the bottom of the mountain before three witches get there, you win! You can adjust the difficulty of the game by requiring more sorcerers' apprentices or fewer witches or both. Alternatively, you can play the game competitively, with each player or team trying to get their group of four figures down the mountain first. [Admin note: Magic Mountain is listed for 2-6 players, whereas Zauberberg is listed for 1-4 players, but the gameplay seems identical in both releases.]
Designers
Jens-Peter Schliemann, Bernhard Weber
Artists
Clem Newter, Annette Nora Kara
Publisher
AMIGO
Categories
Mechanics