
Not Enough Mana - Famous Summoners and Mages
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FroGames — Moments You'll Remember
Someone summons a dragon. Someone drinks to defuse it. Someone calls for the help of a legendary wizard while others cry betrayal. And in the end, no one remembers who won.
WHAT IT IS ABOUT
New heroes and creatures for the Institute's most chaotic evenings
Not Enough Mana has transformed game nights into memorable alcoholic sessions where drinking magic potions can save or eliminate you. This expansion brings Summoners and Famous Wizards, designed by Paweł Piskorski with illustrations by Paweł Wodziński, and adds layers of power and chaos to an already explosive system.
Now you can summon legendary figures from the Institute who help you with special moves, summon powerful creatures that alter the course of battle, and play with new artifacts, curses, and events that make every game even more unpredictable. The core remains the same: negotiate, bluff, drink, survive. The expansion amplifies everything.
What they say abroad
Every time someone summons something, the table explodes. For better or worse.
— FroGames
The expansion adds depth without bogging down the pace. More chaos, same lightness.
— FroGames
Not Enough Mana - Summoners and Famous Wizards
Your enhanced arsenal
What the expansion adds to the Institute's chaos
Hero Cards
Legendary figures from the Institute who assist you with signature moves once per battle. Unique powers that overturn desperate situations or close out games.
Summoning Cards
Powerful creatures you summon to your side for permanent buffs or continuous abilities. They change the pace of the game as long as they remain in play.
New Events
Three additional events that alter the rules of the current round, often in unpredictable and chaotic ways for everyone at the table.
Artifacts and Curses
Four powerful artifacts and two persistent curses added to the deck. Temporary blessings or condemnations that follow you until the end.
In three hours you'll be telling the story of when a dragon summoning blew up the table. It always happens with this expansion.
A game in five moments
What happens at the table
Not the rules. The experience.
The calm before the storm
Initial cards are drawn, someone already has a Hero in hand and smiles too much. The others notice. The first alliances form even before the first turn, always against the one who smiles.
The first summoning
Someone summons the first creature. The table erupts in protests, threats, counter-offers. Potions start circulating and the first player drinks to defuse another. Chaos takes shape.
Heroes enter the scene
The first Heroes are played with their devastating signature moves. A legendary wizard saves someone from elimination, another turns a battle around. Alliances collapse immediately.
The moment you'll tell stories about
A player is one step away from elimination. They play the last Hero, summon an impossible creature, someone else drinks three potions in a row to stop them. No one will remember the exact rules, everyone will remember the screams.
End of battle
Someone technically wins. The others argue about who was eliminated first, who betrayed whom, and why that curse didn't activate when it should have. The game is over, the evening is not.
How to play
The flow of each round (with expansion)
The expansion does not change the basic structure. It adds more powerful cards and more explosive moments.
You draw cards from the enhanced deck: basic spells, summons, events, artifacts, curses. You decide what to keep hidden and what to reveal to intimidate.
You play spells, summon creatures, activate Heroes or artifacts. Others can bargain, bluff, threaten you. Potions circulate as a currency or last defense.
Cards resolve in the declared order, but the effects of summons and Heroes alter everything. Someone drinks to cancel something, someone else activates a signature move.
Those who have exceeded the damage limit or activated elimination conditions are out. Permanent summons and artifacts remain in play, Heroes have already done their job.
Why it's different from others
Six elements that make a difference
Legendary Heroes with signature moves
These are not passive cards. Each Hero has a unique and powerful ability that you use once per battle, at the moment it counts. They change games when you least expect it, and often overturn certain eliminations.
Summons that stay on the field
Summoned creatures don't resolve and disappear. They stay by your side until someone neutralizes them or you are eliminated. They permanently alter the balance of power at the table.
Even more unpredictable events
The three new events add chaos to an already chaotic system. Suddenly changing round rules, strange obligations, absurd conditions that force everyone to renegotiate alliances.
Persistent artifacts and curses
Artifacts give you temporary but devastating powers. Curses follow you throughout the game and worsen every choice you make. Both alter the pace of the game in visible and theatrical ways.
Negotiation amplified by power
With more powerful cards in circulation, negotiations become tenser. You can offer not to summon that creature, not to activate that Hero, not to play that artifact. Bluffing is worth triple.
Full compatibility with the base game
The expansion blends with the base game without changing a single rule. Add everything or just some cards, scale the difficulty as you prefer, no complications.
How it ends
How to win and how to get eliminated
The conditions remain identical to the base game. The expansion only adds more ways to get there.
Victory
- You are the last wizard standing after everyone else has been eliminated
- You have accumulated enough victory points from objective cards (if played with campaign variant)
- You have completed the special victory condition imposed by a particular event
Elimination
- You have exceeded the damage limit and have no more potions to cancel the effects
- You were hit by a spell or summoning with an instant elimination effect
- A persistent curse has activated its automatic elimination condition
An expansion that amplifies the best of the base game: the chaos, the screams, the stories you tell the next day. Everything else is just paper.
Frequently asked questions
FAQ on Not Enough Mana - Summoners and Famous Wizards
Is the base game required to play this expansion?
Yes, absolutely. This is a pure expansion, not stand-alone. It does not contain the basic rules or the fundamental cards to play. You must own Not Enough Mana to use it.
Do the new cards complicate the game or lengthen play time?
They do not complicate it. Heroes and summons integrate into the existing flow without adding new phases. Play times may lengthen slightly because games become more theatrical and negotiations more intense, but the structure remains identical.
Can I add only some cards instead of all of them?
Yes, totally. You can mix only Heroes, only summons, or only artifacts. The expansion is modular. Start with a few cards if the group is new, add everything when you're ready for maximum chaos.
Are the Heroes balanced, or are some too strong?
They are intentionally powerful, but each has a specific usage window. A devastating Hero in one situation is useless in another. Balance comes from timing choices and the reactions of other players, not from numbers on the cards.
Is it available in Italian?
Yes. This MS Edizioni edition is fully localized in Italian: cards, rulebook, texts, everything. No language barrier, no problems with potions after the third beer.
Not Enough Mana - Summoners and Famous Wizards is the expansion for the alcoholic party game that has transformed evenings into legendary chaos. Designed by Paweł Piskorski and published by MS Edizioni, it adds legendary Heroes with signature moves, summonable creatures that remain on the field, new unpredictable events, powerful artifacts, and persistent curses. For 3-6 players aged 18+, duration 60-120 minutes, push-your-luck, negotiation, and hand management mechanics. It integrates perfectly with the base game without changing the rules, amplifying the chaos and theatricality of the games. Available on FroGames.it.

Not Enough Mana - Famous Summoners and Mages
Frequently Asked Questions
The answers you're looking for, no beating around the bush.
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