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Livraison gratuite : Québec = 125$ et plus avant taxes. Ontario = 150$ et plus avant taxes. Autres provinces = 300$ et plus avant taxes.
Livraison gratuite : Québec = 125$ et plus avant taxes. Ontario = 150$ et plus avant taxes.

Magic Maze Pocket (Multilingual)

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Original price 23.99$ CAD - Original price 23.99$ CAD
Original price
23.99$ CAD
23.99$ CAD - 23.99$ CAD
Current price 23.99$ CAD
+ Taxes
Availability:
Out of stock

Cueillette en magasin

106 boul. René-Lévesque Ouest à Québec
Habituellement prête en 1 heure

Livraison gratuite Québec et Ontario*

125$ avant taxes (QC) et 150$ avant taxes (ON). Ailleurs au Canada voir les modalités. Commandes traitées en moins de 24h!

Paiement 100% sécurisé

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Kasper LAPP
Gyom
Sit Down!
1 to 8
8 years old and +
1 to 15 minutes
Exploration, Fantasy, Maze, Real-Time
Communication Limits, Cooperative Game, Elapsed Real Time Ending, Grid Movement, Map Addition, Modular Board, Real-Time, Scenario / Mission / Campaign Game, Solo / Solitaire Game, Variable Player Powers

After Being Stripped of All Their Possessions, A Mage, A Warrior, An Elf, and A Dwarf Are Forced to Go Rob the Local Magic Maze Shopping Mall for All The Equipment Necessary for their Next Adventure. They agree to map out the labyrinth in its entititey first, then find each individual’s favorite store, and then locate the exit. In Order to Evade the Surveillance of the Guards who Eyed Their Arrival Suspiciously, All Four Will Pull Off Their Heists Simultaneously, then dash to the exit. That's the plan anyway… But can they sweater it off?

Magic Maze is a real-time, cooperative game. Each Player Can Control Any Hero In Order To Make That Hero Perform A very specific Action, To Which The Other Players do Not Have Access: Move North, Explore A New Area, Ride An Escalator… All this Requires Rigorous Cooperation Between the Players in Order to Moving the Heroes Prudently. However, you are Allowed to Communicate Only For Short Periods During the Game; The Rest of the Time, You Must Play Without Giving Any Visual Or Audio Cues to Each Other. If All of the Heroes Succeed in Leaving the Shopping Mall in the Limited Time Allied for the Game, Each Having Stolen a very specific item, then Everyone Wins Together.

At the start of the game, you have only three minutes in which to take actions. Hourglass Spaces you encourage Along the way give you more time. If the Sand Timer Ever Complely Runs Out, All Players Lose The Game: Your Loitering Has Aroused Suspicion, and the Mall Security Guards Nab You!

—Description from the publisher