Magic Mountain (Nordic)
Magic Mountain (Nordic) is backordered and will ship as soon as it is back in stock.
Description
Description
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.
- Description from BoardGameGeek
Fast Fulfillment
Fast Fulfillment
Orders placed before 16:00 CET (4:00 PM) on business days are typically processed and shipped the same day. Orders placed after 16:00 CET (4:00 PM) or on weekends/holidays will be processed and shipped the next business day.
During busy periods, there might be a slight delay of up to one additional business day in processing and shipping.
Returns: 365 Days, or 20 on TCG
Returns: 365 Days, or 20 on TCG
Bought a game and never got around to playing it? Return it, free up the shelf, and put the money toward something you will actually play.
365 days on everything except trading card games. The clock starts the day your order arrives. The item needs to come back unopened and in its original packaging, and you will need your receipt or order confirmation. Email us at Info@OakenVault.com to start a return and we will send you a return label. The cost of that label comes off your refund.
Trading card games get 20 days. Sealed card products are traded as much as they are played, and a year-long return right would let someone buy sealed, wait out the market, and send back whatever failed to hold its value. Twenty days is plenty if you change your mind, and too short to flip risk free. TCG items must come back unopened too. An opened booster has no resale value, so there is nothing for us to refund.
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