The Art of Negotiation in Magic Realm: Creating Alliances and Backstabbing

By admin

Magic Realm is a board game that was first published in 1979 by Avalon Hill. It is a fantasy-themed game where players take on the roles of different heroes and explore a magical realm. The game is known for its complexity and depth, with hundreds of different creatures, spells, and items to encounter. In Magic Realm, each player controls a hero character and is tasked with completing different objectives. The game is played on a board that represents the magical realm, divided into different types of terrain like forests, mountains, and caves. Players move their characters around the board, exploring different areas and encountering various creatures and dangers.



Magic realm bgg

I finally procedurally generated all the chit combinations following the basic scheme, as discussed in the post:
https://boardgamegeek.com/thread/2570511/math-behind-game

Magic chits do not follow an identifiable pattern, so there are no Magic chits in the list.
A chit is never repeated more than 2 times.
82 characters have been generated, it is likely that some of these may be already an official character, but it will be fun to try playing the others.
For example: there are 4 characters with two FIGHT T5** chits, or 1 character with four FIGHT T chits.
The generated chits do not violate Richard Hamblen's rules, therefore the 82 characters are compatible with Magic Realm.
These 82 characters are intended like seeds from which to generate customized fighter characters.
Maybe in the future I will study a way to generate new procedural characters according to the exceptions created by Hamblen, and maybe undestand rules to generate equipment and relationships with natives.

Statistics
the most powerful character: 10
the fastest character: 67
the most resistant characters: 23, 26, 41, 44, 59, 62, 77, 80
the most balanced characters: 30, 37

3

All minor counters except monsters, completely re-drawn in photoshop, front and back. Print 11x17 and mount both sides (when applicable) on thick cardstock.

41

This players aid comes with my series of 7 instructional videos.
You can find them here on BGG or on my YouTube video channel : "JeanMichelGrosjeu"

37

Ready-made Beginner's Map for the Magic Realm board game (1st/2nd/3rd edition).

A visual guide for setting up your game map and counters.

Map layout by contributing members of this forum (Nov. 2021):
https://boardgamegeek.com/thread/2763305/

MY MAGIC REALM HOMEBREWS:

PLAY / TEST / DEBUG SESSIONS:

PREVIOUS REALMSPEAK PROGRAMS (ZIP):

15

3rd Edition Rules Release 3.1 revised 12/9/05, formatted for booklet printing on 11x17 paper by your local copy & print shop. Watch the two-sided print flip short-edge versus long-edge setting. My local shop just barely managed to staple it, with the first sheet on card stock for a nice cover. Pages slightly re-ordered to put reference tables on the back cover, with a bonus parts checklist the make the page count even. The result is a very nice rulebook at minimal cost.

19

Wording slightly improved.

Added the following optional variants to the full battle procedure: "Dual Wielding", "Steel Against Magic", "Serious Wounds" and a somehow modified "Parrying" variant (where Missile attacks can't be parried).
Improved wording. Some corrections and clarifications added.
Had to remove the general considerations from previous versions in order to stick with the 2-pages format.

335

3rd Edition Rules Release 3.1: 12/9/05
Added text under Watchful Natives 4.2 to specify native and native horse sides on page 76 and missing description of Gold Natives under Commerce Rules (2.1.3) on page 82.

Third Edition Rules - Release 3.1 (12/8/05) PDF file

13

How to find probabilities for outcomes on various tables in Magic Realm.

7

Page 2

I am working on a project and had to update the card images since there isn't anything out there that has the correct 1" x 1.25" size and is clean. So I just thought I'd share them with you all.

6

This is the same file except I fixed typos in two Amazon cards and the Druid's Magic II, which were missing asterisks.

For fun, I have made cards of the character chits in the game. These cards are of a size that they will fit in a Magic: the Gathering card sleeve. If you print them on regular paper, you can put them in front of a low-value Magic card to give them hardness. For the chits that can be flipped into color, I have also made the color backs -- use a clear sleeve for these, with the front and back both in the same sleeve back-to-back. Many of the chit names were chosen to amuse my friends, although some are more serious.

To be specific, the cards should print at 3.38 inches by 2.36 inches

1

Règles 3.1 traduite par un logiciel donc pas parfaite mais suffisante.

12

This includes FAQs and Examples that I wrote and compiled when I was actively promoting the game online back in the mid-90's.

16

Based on character, equipped weapon, and a few other key pieces of equipment, analyzes the character's general 1v1 combat prospects against all potential (non-character) opponents in the game (assuming no fatigue). Displays up to three weapons at once for easy comparison.
1.01 Updated to fix two problems:
1. Bane Sword was generating an error due to the formula trying to create a damage class higher than overswung T.
2. The formula that determined whether the character has a chit that can swing the weapon at all was incorrect, and has been replaced.
1.02 Fixed the "always undercutting" error identified by Neil Housden.

Based on character, equipped weapon, and a few other key pieces of equipment, analyzes the character's general 1v1 combat prospects against all potential (non-character) opponents in the game (assuming no fatigue). Displays up to three weapons at once for easy comparison.
Updated to fix two problems:
1. Bane Sword was generating an error due to the formula trying to create a damage class higher than overswung T.
2. The formula that determined whether the character has a chit that can swing the weapon at all was incorrect, and has been replaced.

8

I loved the idea of the Combat Assessment Tool by cttb17, but I find it difficult to use a spreadsheet at the Table so I took the characters and printed them as PDFs.

No Artifacts, and I noticed that any Glove/Gauntlet had exactly the same effect but otherwise all weapons present.

I'm not sure of the Witch King, but I'll check when I next play.

15

This mat saves a ton of set up time. Just open the box, pick your character, lay out the map tiles, take out this mat, and you are good to go.

Changes:
- Added Spell types to Altar, Shrine, and Statue.
- Added note suggesting how to handle spell cards at treasure sites.
- Refined wording of the explanations at the top row.
- Revised wording of the rules on the back side.
- Added icons to represent Lost Castle, Lost City, and treasure sites.
- Highlighted the Natives/Visitors/Missions/Campaigns section to separate from the Monsters boxes
- A few other slight touch ups in formatting.

Here is a game mat aiming to minimize the player's effort to set up and reset a game. Use this to replace the original Treasure Setup Card. Refer to the How to Use section for detailed instructions.

8

This font contains the symbols used by Karim Chakroun for its redesing of Magic Realm.

28

Spell Tables from the Rulebook 3.1. A4-size. Corrected page 2 of the player aid. Added "Advanced rules" to the missile table (as suggested).

8-pages complete and practical homemade Player Aids for Magic Realm (colored flow charts taken from rulebook 3.1).

Page 1: commerce and search tables (with complete explanations).
Page 2: belongings, weapons, armor, horses charts.
Page 3: the complete Monster chits list and crucial infos (as such from rulebook 3.1).
Page 4: the complete Native chits list and crucial infos.
Page 5: Character melee chart (added a « round of combat » chart and missile table).
Page 6: Denizens melee chart (added die roll flow charts from Karim’s redesign, shield icons in defender boxes, and targets icons in. target boxes, as reminders).
Page 7: Personal History Pad (added daylight activities, blocking and unhidden tables, dwellings infos and magic color types).
Page 8: "Quick look" Monsters setup on the set up card.

15

The long-awaited revision to the quests for Magic Realm's RealmSpeak.

Because the quest files have been renumbered, it is recommended that you archive your existing quests folder and build a new one with the contents of this compressed file.

See the change log file for details.

Enjoy, and direct all bugs to me.

20

Several fixes in this version.

A detailed chart of denizens that can appear broken down by terrain tile, monster roll, and map chits. Having come a long way to learning the game I put together this aid to help explain what denizens they need to watch out for and get a handle on the risks of un-hidden travel. I also added a lot of monster detail not on the original chits to help new players. Thanks go to Grumpf whose "Appearance Chart sorted by regions" was the spark for this aid.

2

Generated from Craig Forbes' most excellent Tuckbox tool at www.cpforbes.net/tuckbox/tuckbox.cgi

Print on card stock, making sure your print setting is "Actual Size" (not "fit"). Cut on the solid lines. Fold on the dotted lines (for best results, use a straightedge and score before folding).

Image copyright is held by its owner. This item would be considered allowable under the Fair Use doctrine.

11

This is a list of the rules-changes (houserulings) used by my MR gaming group over the years, followed by a list of differences between the first and second edition rules. I do not claim that these are all the differences.

7

Dagger weapon counters - for those that want these in counter form.

6

NOTE: The 3.2 ruleset is really just the 3.1 rules edited to fit Karim's Redesign, and should arguably have been named 3.1k or something of the like. They have however survived as 3.2 and have sparked ire and discussion ever since. To be clear, I had nothing to do with the name 3.2, I only noticed an editing oversight which I tried to correct here.

The 3.2 rules (version 3.2ζ at time of writing these errata), although intended to fit Karim’s Redesign of Magic Realm, don’t acknowledge the redesigned Melee Sections of the Confrontation Charts. Sure, they are shown on page 42 in the description of the components, but unfortunately in the combat rules the layout, wording and colors of the original Melee sections are still referred to. This creates a problem. Players who use Karim’s redesign will expect the 3.2 rules to have been adapted to fit this redesign, but as written combat is pretty incomprehensible when trying to learn from rules 3.2 with the redesigned components laid out on the table.
What follows is my attempt to rewrite the concerned rules to match the redesigned components, instead of confusing the player with mis-referrals. It’s mostly the rules regarding the Confrontation Chart for Denizens. My proposed corrections are in green. Please post any comments in the relevant thread on boardgamegeek:
http://boardgamegeek.com/thread/1124909/proposed-corrections.

7

This is an alternative version of Karim's redesign confrontation charts. It removes all the wasted space dedicated to holding the character card/chits/belongings, condenses it in a smaller footprint and puts all the important game related tables at its back, so that during day time every players has the charts visible in a small space, and during night time the chart can be flipped to its confrontation side.

Erfahrungen Magic Realm

[Mod] aus Hilfe: Zombicide vs Arcadia Quest vs Massive Darkness Klaus hat damit angefangen, ich kann also nichts dafür.

Ich wollte mal in die Runde horchen, wer von Euch Erfahrungen mit Magic Realm hat, das Spiel gespielt hat und etwas dazu sagen kann. Darüber hinaus wäre ich gespannt auf Empfehlungen, wie man dieses Spiel lernen soll. Ich habe es selbst noch nicht gespielt, habe hier aber seit langer Zeit eine Ausgabe herum liegen, komme aber einfach nicht dazu, mich gebührend mit dem Spiel auseinander zu setzen. Darüber hinaus hört es sich von mancher Seite auch oftmals so an, als wenn ein Sierra Madre Games Spiel ein Scheißdreck gegen Magic Realm ist, besonders was den Kampf angeht.

Also immer her mit den Infos, Anekdoten, Erfahrungen und Tipps und Tricks. Ich hoffe, dass zumindest ein paar Infos zusammen kommen, soooo viele Greise laufen hier ja dann doch nicht herum!

USAR Reaktionen 10.153 Trophäen 7 Beiträge 8.851 Karteneintrag nein

war das 1979 sowas wie das, was Warbear und Co immer spielen? Nur mit ohne Panzer? So mit unendlich vielen Möglichkeiten und Tonnen von Countern? Und wer 'nen Pups lässt muss Counter A auf Counter B legen, vorher aber 3x um den Tisch rennen und 3 Vaterunser beten?

1979 .. da war ich noch nichtmal in Planung . aber das 3D Gelände auf BGG rockt

>>>>Maximal genervt von der Wattebauschfraktion Master of Detour(er/sein) Reaktionen 17.198 Trophäen 10 Beiträge 18.027 Karteneintrag ja

ungefähr so ist es

Ich gebe hier, auch wenn ich es im Text nicht explizit erwähne, immer meine persönliche Meinung wieder.

unknowns Routinier Reaktionen 782 Trophäen 1 Beiträge 881 Karteneintrag nein

Als Einstieg würde ich "Magic Realm Light" empfehlen, das soll dem ganzen wohl recht nahe kommen.

Ansonsten soll wohl "Realm Speak" ganz hilfreich sein: RealmSpeak

Leider habe ich mich bisher noch nicht durchgerungen, mit dem "großen" Spiel anzufangen, aber die Regeln auf Deutsch (V2) sind wirklich furchtbar. ich glaube, ich würde lieber einen Tag Lebenszeit verschwenden und versuchen, das Telefonbuch von Wanne-Eickel auswendig zu lernen, als mich noch mal durch diese Anleitung zu quälen. Schade, ich würde es gerne begreifen.

unknowns Legende Reaktionen 2.681 Trophäen 1 Beiträge 4.014 Karteneintrag nein

Gibt doch auf BGG etliche Hilfen. Sogar komplette Regel-Rewrites (MRIPE). Einfach dort mal stöbern nach den bestbewertetsten Files.

USAR Reaktionen 10.153 Trophäen 7 Beiträge 8.851 Karteneintrag nein

Wieviele Seiten hat denn das Regelwerk? Und wieso hat es niemand seitdem anständig! übersetzt? Die drüben machen doch sonst alles

>>>>Maximal genervt von der Wattebauschfraktion bestes Fernziel Reaktionen 19.023 Trophäen 11 Beiträge 11.697 Karteneintrag ja

Es gibt ein „Book of Learning“ mit schlanken 282 Seiten, MR gilt als das ASL im Fantasygenre - also von der Komplexität her. Man kann es auch mit bis zu 16 Personen spielen, ist allerdings nicht zu empfehlen. Man kann auch relativ schnell brutal aus dem Spiel fliegen. Damals ein absolut episches Knallerspiel, heutzutage würde ich die Finger von lassen. Man verliert einfach irgendwann die Lust am lernen, nachschlagen, FAQˋs blättern - böse Zungen behaupten auch, das diese länger als die Regeln sein sollen.

Bitte senden Sie mir Ihre E-Mail doppelt, ich brauche eine fürs Archiv

E605 Reaktionen 1.685 Trophäen 1 Beiträge 2.741 Karteneintrag ja

So arg ist es nicht. Ich hatte aber das Glück, dass es mir jemand erklärt hat, nach weniger als 1h waren die Basics klar und wir konnten spielen. Die Regeln sind durch viele Sonderfälle und Dinge, die nicht oft vorkommen, eben recht lang, ich hab sie aber nur teilweise selbst gelesen. Die Zugänglichkeit könnte besser sein, das stimmt wohl.

Es ist aber ein tolles Spiel, auch heute noch!

Einmal editiert, zuletzt von Parathion ( 6. März 2018 )

Benevolent bear Reaktionen 4.797 Trophäen 2 Beiträge 3.925 Karteneintrag nein

Ich glaube, das habe ich mal irgendwann vollständig im Müll gefunden.

error: dl:not(.plain)>gl Reaktionen 2.154 Trophäen 9 Beiträge 2.110 Karteneintrag ja

Mutter In wessen Müll suchst Du?

unknowns Eroberer Reaktionen 157 Trophäen 1 Beiträge 323 Karteneintrag ja

Magic Realm finde ich immer noch super, allerdings kann ich auch den "Müll"-Kommentar verstehen. Es gibt inzwischen Spiele wie Mage Knight, die das Thema eleganter und einfacher umsetzen. Magic Realm ist unbalanced und sehr glückslastig. Einige Schätze sind sehr gut, und können auch spielentscheidend sein. Trotzdem kann man durch gutes Spielen einiges bewirken, denn so kommt man an die guten Schätze ran. Für mich ist Magic Realm immer noch die beste Umsetzung des Themas. Das Spiel erzählt tolle Geschichten, selbst eine Niederlage macht Spaß und ein Sieg noch mehr. Das Spiel verzeiht keine Fehler, aber man muss an manchen Stellen auch Risiken eingehen, um weiterzukommen. Man muss halt nur den richtigen Zeitpunkt kennen.

Zum Thema: Bei Magic Realm baut man ein Fantasy-Reich aus Hex-Plättchen auf, jeder nimmt einen von 16 Charakteren, die sich alle unterschiedlich spielen. Dann setzt man seine eigenen Ziele fest, dh. möchte ich Schätze sammeln, Geld verdienen, Ruhm und Ehre oder doch lieber Magie lernen. Die schönste Beschreibung, die ich irgendwo mal gelesen habe: Magic Realm simuliert ein Fantasy-Rollenspiel.

Ich würde mir ehrlich gesagt jemanden suchen, der das Spiel erklären kann und zwar auch inkl. Strategien (also so "an die Hand nehmen"). Das Spiel und insbesondere der Kampf wird kompliziert, wenn man NPCs, die die Charaktere unterstützen, NPCs/Monster, die gegen Charaktere kämpfen, und die dann noch alle auf Pferden und dann noch Magie obendrauf. Deswegen sollte man erstmal klein anfangen, also ohne NPCs (Hirelings) und Magie anfangen. Man braucht auf jeden Fall mehrere Partien, um ins das Spiel hereinzukommen.

Realmspeak hilft sehr gut dabei später die Details zu lernen und um Charakter-Strategien auszuprobieren.

Mein Lieblings-Charakter ist der Witch-King. Es gibt einen Zauberspruch, der einen Gegner absobieren kann. Dh. im Idealfall kämpft man gegen den größten Drachen, benutzt diesen Zauberspruch. Man selbst ist danach der Drache. Wenn diese Aktion funktioniert, kann man danach fliegen und hat auch mit den meisten Gegnern keine Probleme mehr!

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Players move their characters around the board, exploring different areas and encountering various creatures and dangers. One of the unique aspects of Magic Realm is its extensive rulebook, which includes detailed information on how to play the game, as well as a comprehensive list of all the different creatures, spells, and items that are available. This makes the game quite complex and can take some time to learn and master.

SPECIALIZIRANA TRGOVINA ZA NAMIZNE IGRE

Poleg objavljene ponudbe, vam lahko svetujemo pri izbiri in nakupu, obenem laho tudi naročite igre ki niso objavljene v trgovini ali pa bodo šele izšle. Za vsa vprašanja nas prosim konktaktirajte.

Magic realm bgg

The game also features a combat system, where players can engage in battles with other creatures or heroes they encounter. Combat is resolved using dice rolls and takes into account factors like the character's stats, the weapon they are using, and the terrain they are fighting in. Magic Realm has gained a cult following over the years, with many players praising its depth and the amount of strategic choices it offers. The game encourages exploration and experimentation, as each playthrough can offer different encounters and challenges. Overall, Magic Realm is a unique and complex board game that offers a deep and immersive experience for players. Its fantasy theme, extensive rulebook, and strategic gameplay make it a favorite among fans of the genre..

Reviews for "The Ultimate Guide to Expansions for Magic Realm"

1. John - 2/5 - I was really excited to play Magic Realm after hearing so many good things about it, but I was left feeling disappointed. The rules were overly complex and hard to understand, making it difficult to even get started with the game. I also found the gameplay to be slow and tedious, with a lot of downtime between turns. The theme and artwork were decent, but overall, it just didn't live up to the hype for me.
2. Sarah - 2/5 - I found Magic Realm to be a frustrating and confusing experience. The rulebook was poorly organized and difficult to navigate, which made learning the game a cumbersome task. Even after several playthroughs, I still felt like I didn't fully grasp the mechanics. The game also felt excessively long, with turns dragging on and on. I wanted to enjoy the immersive fantasy theme, but the overly complex gameplay mechanics and lack of a streamlined rule set ultimately made Magic Realm a disappointing game for me.
3. Mike - 1/5 - I couldn't stand playing Magic Realm. The rulebook was a complete mess, making it near impossible to understand how to play the game. The constant referencing of different sections and charts was overwhelming and took away from the enjoyment of the game. The gameplay itself felt clunky and convoluted, with too many rules to keep track of. It was just too much of a hassle to even attempt to enjoy this game, and I won't be playing it again anytime soon.

Advanced Tactics for Competitive Magic Realm Players

The Legacy of Magic Realm: How the Game Continues to Influence New Board Game Designs