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GTM #201 - Fall of Magic
by Mo Golden

Magic is dying and the Magus is dying with it. We travel together to the realm of umbra, where magic was born.

Fall of Magic is the award-winning game of fantasy storytelling where you and your friends play a group of travelers on a journey in the company of the Magus. Each turn, inspiring prompts guide us to narrate the story, scene-by-scene. The Magus is shared and on your turn you can choose to play as the Magus, advancing us further down the road.

The game features an elegant rules set and a stunning presentation, including a hand-silkscreened canvas scroll which unrolls as we travel, revealing perilous roads, strange hosts, and fantastic locales as we seek to discover who our characters are, how they relate, and how this journey changes them.

~ Hand-Crafted in the USA ~

Hand-crafted in the United States, the game’s unmatched artistic quality and beauty takes players by surprise, immersing them in the unfolding stories at a level most players have only ever wished for. This deep fantasy storytelling is achieved with very few rules and the simplicity of a board game, making it appeal to hardcore and casual gamers, alike. The 5-foot canvas scroll is hand silkscreened in small batches and includes stunning illustrations by MTG/Netrunner artist Doug Keith. The components of Fall of Magic are each unique and high quality – like the thick metal coins with detailed illustrations and the oversized island cards – inviting all the senses, making Fall of Magic a truly immersive gaming experience.

~ Re-playability ~

 

You will appreciate the sturdy box and high-quality materials used in Fall of Magic when it keeps coming down off the shelf, week after week, becoming a longtime favorite among your friends and family. This is a game you can enjoy playing again and again, as it offers many possibilities and completely different play experiences each time. To start, there are several characters to choose from and several places of origin. And even if you choose the same characters and a similar story line each time, the collaborative nature of the game means that the players will inevitably inspire new story elements to emerge. Fall of Magic also offers players multiple options as they decide how to travel to the Realm of Umbra. With an alternate route on the reverse side of the scroll, you can venture into The Deep Way, flipping the scroll over to reveal new destinations. Travelers can also choose to navigate the Sightless Sea, where they will encounter islands, each with their own landmarks and prompts depicted on oversized illustrated island cards. It will take you numerous hours of play to exhaust these possibilities, and by then you will be a master storyteller with a whole new repertoire of ideas to explore.

~ Family-Friendly ~

Fall of Magic has been enjoyed by children as young as 8-years-old. As long as they are of a modest reading level, they are old enough to play. Because the players, themselves, generate much of the creative content and plot development, Fall of Magic is intrinsically as family-friendly as those playing it. The game highlights built-in elements that teach empathy, listening skills, collaboration, and creativity – all important skill-building for children and engaging in a group activity. Fall of Magic is not competitive and offers alternative ways of interacting, facing challenges, and forming a sense of self. Don’t be fooled by the game’s ability to engage young audiences; it is mature, nuanced, and beloved by die-hard, old school gamers as well.

~ Awards and Press ~

Since its release in the spring of 2016, Fall of Magic has received a chorus of praise from the industry, as well as receiving two Indie RPG Awards for “Most Innovative” and “Best Production”, and nominated for the Origins, two Golden Geeks, and the Diana Jones Award.

The press has been equally kind with glowing reviews from Shut Up & Sit Down, Kill Screen, The Escapist, and Geek Dad, to name a few.

~ Conclusion ~

Award-winning game designer Ross Cowman presents this handmade indie game you are sure to love. Originally from Seattle, Ross has lived in Olympia, Washington. since 1998. He is an active organizer of the Cascadian indie gaming scene and infuses his games with the inspiring and quirky spirit of Cascadian culture for others to enjoy throughout the world. In addition to Fall of Magic, his publishing credits include Serpent’s Tooth and Life on Mars. Ross has taught workshops and helped organize Games on Demand at Gamestorm, PAX Prime, and Fabricated Realities. He has worked in the publishing industry since 2003, first as manager of the internationally acclaimed Bicycle Records and more recently as the owner of his own game publishing company, Heart of the Deernicorn. You can find out more about Ross’s work at FallofMagic.com

Mo Golden is an associate designer and head of marketing at Heart of the Deernicorn. Originally from the D.C. area, Mo has spent her adult life on the west coast and in South America. She is a bilingual expressive arts educator and service learning trip leader with expertise in the creative process and cross-cultural understanding.