Review: The Master’s Trials Wrath of Magmaroth


they received heads up. They forgot their promises with one blink their eyes and left us here in the middle of the fire element without giving us any sign of warning. I started looking out for my friends. I do not expect our leaders to come back. We are stranded here, waiting to die. I only have my hopes with masters of the elements who, according to the legend, should come to save us. But no one is coming.

Players should now quickly get a box of The Master’s Trials: Wrath of Magmaroth board game to save all the people. A pair of designers, and , who have prepared this dice game under . Under its wings, (AEG) took over its distribution and presented a new box at the Spiel fair in Essen.

Box is all in flames. It comes a large square format with a fire champion on the lid. Inside, a group of cardboard boards are waiting for players. There are four class boards, four more for commands (each board with twelve positions) and last four boards are already lower and contain only six rectangle positions. They all remind you of a little cards. They even have images and text with effect.


Every player chooses his creation – one board of each type and places them on the table in front of himself. By doing this, everyone creates his hero. According to the chosen boards, player receives a set of 25 cards, that represent his abilities. From the shuffled deck, first four cards are drawn. Each participant will receive set of five dice (one from each color). In the middle, players together put mastery cards, relics, sets of various tokens, but above all board for the main villain – title Magmaroth. Center of the table should have also a place for seals of different colors, minions deck and locations. The first card – starting location – is revealed.

Boards in front of the player represent checkerboard for placing dice. Each color corresponds to one row and each column has its one value. Together, there are thirty positions in the offer. And at the beginning of the game, the player will determine by a roll, which positions will he have available and place his dice there.

In each round, players will visit a new location. Depending on the number of players, they reveal several minion cards, whose cards are placed into the center of the table. Nevertheless, their total number may never exceed six. If this is the case, then players will receive one wound at the end of the round for every card, that could not be placed due to this limit. Players move on turn and everyone has to complete their efforts completely before the next can play.


The bottom line, of course, is the use of the position, where player’s dice lies. Through activation, players can get many tokens for a particular element, but they can also deal a wound to one of the monsters in the center or get an insight point. And while the first two actions are pretty clear, the player can use intuition to buy a relic. He gets two random cards from the deck and choose one to keep.

Dice can be used differently. Setting it aside without activation allows a player to move another of his dice to neighboring positions not only in front of himself, but also on one of teammates. In addition, it is possible to cure a single point of injury for one die. Pooled points of mana can then be used by players for special elemental actions. price is always two tokens and again means attacking or stunning monsters.

If a player attacks any enemy in the center of the table, he places a token on it. In doing so, they can spread the wounds arbitrarily between all the opponents. These scars remain there across turns until their number reaches a number of monster lives. For its defeat, player gets a reward.


But the points of intuition are more important. With the help of these, participants can unlock one of the seals in the center of the table, allowing them to start casting their spells towards them. By doing so, they are placing tokens of desired colors and when they meet all of their requirements, seal card may be rotated and its negative effect will no longer be applied. In the beginning, seals are only a distant threat. This is Magmaroth’s defense, which is active only, when players enter his lair (location).

But even the magic energy tokens have another usage. The third phase of actions is the opportunity to improve your character and buy one of the available learning or mastery cards. They can be placed anywhere on the boards, covering some other ability.

It is time for all survivors to stand against enemy attacks. Injuries will be the same for all players and correspond to the sum of the attack of active enemies. The only way to avoid such a hit is to stun the enemy during the action phase.


Unspent intuition gained in the turn is instantly lost. The player can keep only one point of many. Then there is another player’s turn. They all alternate, move to new location at the start of each new round (when all the participants have acted) until they reach Magmaroth’s lair. Every turn, they reroll all of their dice and place them according to new values. If heroes are able to defeat a flaming giant over course of three rounds, they win. However, if they do not succeed or have injuries in one line of their board at any time, the whole match ends with the failure of the whole team of heroes.

The Masters Trials is a surprising dice cooperative game. Building the skill out of dice in every round is really interesting. Unfortunately, it is completely dependent on luck. While players can initially decide about their boards identity and change their ability to get ready, all actions are in the end based on luck. If the die does not give you access to it, then you can hardly use it.


Thanks to these unexpected combinations in every round, the game is always interesting. However, the position of the dice is not entirely binding, because they can also be used in other ways. Moving the bars can be a solid advantage. But you can not overuse it, because the missing actions can mean not attacking monsters. But the more interesting option is to move a dice on one of the teammates boards, which can help heroes to work as a team. Here is the most obvious cooperative emphasis, because otherwise the cooperation element it is only about talking, what to do next.


Variability benefits primarily from character building and random action choices in each round. But there are not so many enemies, and above all, they all look alike and differ only in health. An even bigger problem is only one final boss, which is desperately too little. No variability at all. The good news is ability to improve your hero by buying additional cards.


It’s definitely not a simple match, which you can win even with bad luck in the dice. Here, players are expected to know their actions well and to combine them in their favor. Fortunately, it’s possible to adjust the difficulty. This varies according to the number of players, but above all, the rules described add more villains to the table.

Game is relatively long. It lasts for over an hour and often reach ninety-minute boundaries. A great deal of that time is spent by players combining their actions. But this is also a major complaint – such long turns of player mean, that everyone else has nothing to do. They have dice assigned to actions, but waiting is often long. That is why we do not recommend it in the maximum number of four players, where this element is most likely to appear. Although the difficulty itself is adjusted well.


An interesting feature are seals. Players should focus on these, because their elimination before the ninth round is crucial. At the same time, however, they also have to maintain the situation of other monsters under control, because they can also overcome them. Players simply have a lot to do in their turn.


is an interesting combination of dice and battle. But this is a co-operative thing, so players have to coordinate their actions well. They have a clear common goal, but they have to deal with a few tasks right now. And there is very little action. It makes the game quite difficult and you need to have an overview of your actions, but above all, have necessary luck. This may be bad news for somebody, but we enjoyed this combination. So if you’re looking for a fresh and interesting dice game, then Masters Trials surely suit this category.

DesignerVangelis Bagiartakis, Anastasios Grigoriadis
PublisherAlderac Entertainment Group, Artipia Games
Year Published2017
# of Players1 - 4
User Suggested # of Players Best with 4 players
Recommended with 2, 3 players
(11 voters)
Playing Time90
Mfg Suggested Ages14 and up
Language DependenceModerate in-game text - needs crib sheet or paste ups
(3 voters)
CategoryCard Game, Dice, Fantasy
MechanicCooperative Game, Dice Rolling, Modular Board, Variable Player Powers
Primary NameThe Masters' Trials: Wrath of Magmaroth

Infos courtesy of More Infos.

Review: The Master’s Trials Wrath of Magmaroth
Final word
The Masters Trials: Wrath of Magmaroth is a pleasant surprise for us. Although the game is not one of the most varied, it offers an interesting way of using dice and selecting actions. Its a bit different in each round. But there are more possibilities for players in their tur, including spending points of intuition for breaking seals. Rounds are not the fastest and everyone else is just waiting for his action. The problem may also be the randomness of the whole match, which is closely related to the difficulty. It's not easy to win. But players can build their own hero from the boards, and The Masters Trials is an interesting and novel cooperative dice game, which provides a true challenge, but only with one bad guy to beat.
Reader Rating0 Votes
exciting and difficult cooperative game
interesting mechanism of action choices
plenty of problems to solve
nice graphics
more difficulties
build the characters at the beginning of the game
lower variability
in four slow
significant coincidence
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