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OBJECTIVE:
Take on the role of one of Mishra's assembly workers and assemble the best invention from the mishmash of parts streaming down the conveyor belt. Strategically collect cards based on their color to win.
GET READY:
Open one booster for each player, remove all cards without _Magic_ card backs, and shuffle the rest together. Reveal four cards in a row stretching from the deck. These form the *conveyor belt*. The two cards closest to the deck are at the *back of the line* and the other two cards are at the *front*. Randomly determine who goes first.
LET'S PLAY:
On their turn, each player drafts one card from the conveyor belt. The two cards at the front of the line are free, but a player must discard a card they've already collected to draft a card from the back of the
Lands are wild (they count as any color, including colorless), and a multicolored card can be any of its colors. When you draft a wild or multicolored card, declare its color and place it in the corresponding group.
TO WIN:
The game ends when all cards have been collected. For each color, the player with the largest group of cards of that color gets *3 points*, and the player with the second largest group gets *2 points*. The card with the highest mana value breaks ties. If there is still a tie, each tied player gets half the points, rounded up.
Players also earn points for the number of groups they've collected: four groups = *2 points*, five groups = *4 points*, six groups = *6 points*.
The player with the most points wins!
Modern Horizons 2 Minigames
Mishra's Manufactory // Mishra's Manufactory (cont'd) (MMH2-003) - Modern Horizons 2 Minigames
- Regular price
- $ 0.00
OBJECTIVE:
Take on the role of one of Mishra's assembly workers and assemble the best invention from the mishmash of parts streaming down the conveyor belt. Strategically collect cards based on their color to win.
GET READY:
Open one booster for each player, remove all cards without _Magic_ card backs, and shuffle the rest together. Reveal four cards in a row stretching from the deck. These form the *conveyor belt*. The two cards closest to the deck are at the *back of the line* and the other two cards are at the *front*. Randomly determine who goes first.
LET'S PLAY:
On their turn, each player drafts one card from the conveyor belt. The two cards at the front of the line are free, but a player must discard a card they've already collected to draft a card from the back of the
Lands are wild (they count as any color, including colorless), and a multicolored card can be any of its colors. When you draft a wild or multicolored card, declare its color and place it in the corresponding group.
TO WIN:
The game ends when all cards have been collected. For each color, the player with the largest group of cards of that color gets *3 points*, and the player with the second largest group gets *2 points*. The card with the highest mana value breaks ties. If there is still a tie, each tied player gets half the points, rounded up.
Players also earn points for the number of groups they've collected: four groups = *2 points*, five groups = *4 points*, six groups = *6 points*.
The player with the most points wins!
- Regular price
- $ 0.00
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Product Description
OBJECTIVE:
Take on the role of one of Mishra's assembly workers and assemble the best invention from the mishmash of parts streaming down the conveyor belt. Strategically collect cards based on their color to win.
GET READY:
Open one booster for each player, remove all cards without _Magic_ card backs, and shuffle the rest together. Reveal four cards in a row stretching from the deck. These form the *conveyor belt*. The two cards closest to the deck are at the *back of the line* and the other two cards are at the *front*. Randomly determine who goes first.
LET'S PLAY:
On their turn, each player drafts one card from the conveyor belt. The two cards at the front of the line are free, but a player must discard a card they've already collected to draft a card from the back of the
Lands are wild (they count as any color, including colorless), and a multicolored card can be any of its colors. When you draft a wild or multicolored card, declare its color and place it in the corresponding group.
TO WIN:
The game ends when all cards have been collected. For each color, the player with the largest group of cards of that color gets *3 points*, and the player with the second largest group gets *2 points*. The card with the highest mana value breaks ties. If there is still a tie, each tied player gets half the points, rounded up.
Players also earn points for the number of groups they've collected: four groups = *2 points*, five groups = *4 points*, six groups = *6 points*.
The player with the most points wins!