Magic Mids

From Looney Pyramid Games Wiki
Magic Mids
Ken Leyhe
Mages play a game of placement and capture.
:Players Players: 2 - 4
:Time Length: unknown
:Complexity Complexity: Low
Trios per color: 5
Number of colors: 1 per player
Pyramid trios:
Monochr. stashes: 1 per player
Five-color sets: 4 for 4 players, 5 for 2 to 3
- - - - - - Other equipment - - - - - -
Setup time: 3 min
Playing time:
Strategy depth: unknown
Random chance: High
Game mechanics:
Theme: Mystical
BGG Link:
Status: Complete (v1.0), Year released: 2002

Overview[edit | edit source]

A game for the piecepack and Icehouse by Ken Leyhe.

Backstory[edit | edit source]

The ancient mages used monolithic pyramids to power their magic. The more pyramids, the more power they held in their grasp. For centuries wars were waged, with thousands of lives lost. Then 50 years ago the arch-mage, Gammar the Red, came across a way to end the wars. Gammar found a way to channel the energies of the great pyramids into smaller versions that could be carried. The pyramids’ smaller cousins were soon referred to as mids, and each mid’s size determined the power contained inside. With this representation of a mage’s power, it was no longer necessary to fight over who was the strongest mage and The Mid Challenge was born. Every five years all of the mages in the land come together to take part in the challenge to determine who is strongest and more importantly who has the cunning and skill to use their power. The first mage to have all of their mids into play is declared the Grand-Magus.

Objective[edit | edit source]

Be the first mage to have all your mids in play.

Materials[edit | edit source]

1 set of Piecepack tiles 1 Icehouse stash for each player 3 Piecepack dice

Setup[edit | edit source]

Each player selects a stash of pyramids (mids) and takes the number of pieces as determined by the number of players.

Version 2.0, Revised 05/2002 Copyright (C) 2002 by Kenneth Leyhe Sr. 2-4 players Setup 1. Each player selects a stash of pyramids (mids) and takes the number of pieces as determined by the number of players.

With 2 players, each player takes ::SML::SML::SML::SML::SML

With 3 players, each player takes ::SML::SML::SML::M::M

With 4 players, each player takes ::SML::SML::M::M

2. Take out one set of piecepack tiles with the numbers 2, 3, 4, and 5 on them and set them face-up to be the headers of four columns. 3. Line the rest of the tiles facedown to form a board with 4 columns of 5 rows under the headers. The headers are not part of the board they are only used to label the rows.

Play[edit | edit source]

The oldest player goes first.

Rolling and Placing[edit | edit source]

On a player’s turn he rolls the dice and places a mid according to his roll.

Die Roll Result
Blank Die A blank die copies the roll of any die rolled. (The rest of the roll results assume that blanks have been accounted for. i.e. two Aces could be an Ace and a blank.)
3 Blanks Place any size mid on any unoccupied square and roll again.
2 Aces Place a small mid in an unoccupied square in the column of the third die, i.e. you roll two Aces and a 4, you place a small mid in column 4.
3 Aces Place a small mid on any unoccupied square.
Doubles (except Aces) Place a medium mid in any unoccupied square of the column rolled, i.e. you roll double 4s and a 2, you place a medium mid in column 4 and the 2 is ignored.
Triples (except Aces) Place a large mid in any unoccupied square of the column rolled, i.e. you roll triple 5s, you place a large mid in column 5.
Any Other Roll Any other combination or dice, results in the player not making a play this turn.

Note: if a player has run out of the rolled mid, he cannot make a play this turn.

Capturing[edit | edit source]

You can capture your opponent’s mids by placing a mid such that his single mid is bordered at both ends by two of your own, and your mids have more power than the mids they are surrounding.

  • Mids have power equal to the number of pips on a side. (1 for small, 2 for medium, 3 for large.)
  • Multiple mids can be captured at once as long as your mids have more power than the mids they are capturing.
  • Mids can be captured in any direction: diagonal, horizontal or vertical.
  • A capture move can wrap around the top and bottom of the board as well as the sides, so there is no safe space on the board.
  • A player cannot capture his own mids.
  • A mid placed between an opponent’s mids is safe from capture from those mids.
  • Captured mids are returned to their owner for future placement.

Game End[edit | edit source]

Be the first player to place all of your mids on the board and you win.

Copyright[edit | edit source]

Copyright 2001 by Kenneth Leyhe Sr. Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.1. A copy of the license can be found at

External Link[edit | edit source]

Rules to the game can be found here.