It’s that time of year again, when I run a Gaming Camp for kids at St. Stevens and St. Agnes’ School in Alexandria, VA. This camp will be a week long and it will focus on tabletop gaming. Mostly miniatures based with either a fantasy or science fiction theme. I like to keep the rules pretty simple and easy to teach. The trick between success and failure with these things is to keep the children constantly occupied. About 3 years ago I started mixing boardgames with the miniatures games so there isn’t any waiting around and thumb twiddling. Last year, I introduced THE MAGI, a game of Wizardly combat using hand gestures for spells. The game is an old postal game from the 80s that I dusted off and turned into a miniatures game (which, by the by, the creator was wholeheartedly in favor of and gave permission to do).
The game started at 10ish and proceeded to almost 3PM, with one break for lunch.
The whole intention of the Magi is to defeat as many opposing wizards as possible. There’s no way anyone has enough time to kill every other wizard, but that’s okay in a free-for-all situation. The Magi has a unique magic system that is played totally with hand gestures. I have simulated the wizards ruminating over what to cast next by creating a largish deck of cards with 6 hand gestures on them– Clap, Flick, Wave, Digit pointing, Palm Proffered, and Snap. With these 6 gestures, you can build dozens of spells– Summoning Creatures, Tossing Missiles, etc. The trick is to play them in an order to have them go off in time to do something useful for you. For example, if you want to cast a DISPEL MAGIC (a very useful spell), you perform the somatic (hand) gestures for C-D-S-P (Clap, Digit Pointing, Snap, Palm). The rules stipulate you have to stand up and perform the gestures, in sequence, then show the cards. If another wiz has an interrupt spell, he can stop the spell as soon as he recognizes it.
The game was not quite the bloodbath that it usually is. We had two Wizards who preferred to hang around the edges of the conflict, avoiding conflict and trying to get that PERFECT spell card set. That’s a mistake in the Magi. It’s much better to fire off a series of tactical spells (like Missile, or Elementals) than that Finger of Death spell that requires 9 cards.
It was a great game, and we had a lot of laughs. Here’s a slideshow!