



Dance of Muses
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You move your Muse and the die goes up to 2. You use the power to force your opponent's die to 5. They retaliate. Eventually someone reaches 6, but you don't know if that's where they were supposed to end up.
WHAT IT'S ABOUT
Nine Muses, one dance, one winner
Designed by Marco Baglioni and David Trambusti and illustrated by Sara "Sbilemi" Marino, Dance of Muses brings Greek mythology into an elegant abstract system. It won the Mensa Ludo Award 2025 for tactical depth and accessibility. It's a game that speaks the language of classic abstracts but introduces mechanics not seen elsewhere.
At the table: you control nine Muses on a grid, each with a die starting at 1. Each step increases that Muse's die. You use the Muses' powers to manipulate adjacent dice. When the first die reaches 6, the game ends: the player who has placed the most dice on the value Apollo required (decided secretly during setup) wins. It lasts 25 minutes, but every turn is a puzzle.
What they say abroad
"WINNER OF MENSA LUDO AWARD 2025 Are you ready to become the masters of the nine Muses?"
— Space Otter Publishing
Deserved winner of the Mensa Award: immediate tactical depth, constant interaction, no downtime. An abstract that convinces even those who usually don't like the genre.
— FroGames
Dance of Muses
What you move on the table
The pawns and game mechanisms
The nine Muses
Nine pawns on a grid, each with a die. Move a Muse, its die increases. Each Muse has a unique power that affects adjacent dice.
The growing dice
They all start at 1. Each step increases the value by 1. When one reaches 6, the game ends. You don't roll dice: you manage them.
The secret objectives
At the beginning, you secretly choose which value (from 1 to 6) to aim for. At the end of the game, each die that hits your objective is worth points.
The Muses' powers
Each Muse has an ability that manipulates nearby dice: +1, -1, swaps, blocks. Using them well is the difference between winning and losing.
🎲How to PlayThe rules in four steps▼
How to Play
The flow of each turn
Each turn lasts 30 seconds: you move a Muse, apply the movement result, and use its power. Everything else is a consequence.
Choose one of the nine Muses on the board. You can move any Muse, not just your own (if playing in teams).
Move the Muse 1-2 spaces (orthogonal movement). For each space moved, that Muse's die increases by 1. If it reaches 6, the game ends immediately.
Each Muse has a unique power that modifies adjacent dice: +1, -1, swap two dice, block a die for the next turn. Decide if and how to use it.
The next player chooses a Muse and repeats. The game continues until a die reaches 6. At that point, secret objectives are revealed, and points are counted.
⏱️Your First GameThe chronicle, moment by moment▼
A game in five moments
What happens at the table
Not the rules. The experience.
Secret Setup
Secretly choose your target number (1 to 6). No one knows what others are aiming for. Set all Muse dice to 1. The grid is full, but everything is still flat. For now.
First Steps
Move a Muse 1-2 spaces, the die increases. You use a power to increase an opponent's die: you think it's a gift, but maybe you're pushing them where they didn't want to go. Others start doing the same. The dice begin to diverge.
Cross Manipulations
The dice are scattered between 2 and 4. Each move changes the balance. You use a Muse's power to block an enemy die, but you realize you can no longer move that Muse where it was needed. Choices narrow.
The Race to 6
A die reaches 5. Everyone watches that die. Whoever moves it ends the game. But perhaps that 5 is exactly where it wanted to go: if you move it, you help it. Or not. The table stops, everyone calculates.
Revelation and Counting
A die hits 6, the game ends. Everyone reveals their secret objectives. You count how many dice you have on your number: each centered die is worth points. Someone aimed for 3s and has four. They win. Someone says: "One more."
🐸Good to Know BeforehandThree honest things, from friends▼
Good to know beforehand
Three things to consider
Limited Imperfect Information
Objectives are secret, but everything else is visible. After 2-3 turns, you start to deduce what others are aiming for from their movements. Those who love pure calculation might prefer abstract games with perfect information (like Hive or Azul). Here, you have to make hypotheses.
Scaling for 3-4 Players
With 2 players, it's a tight tactical duel. With 3-4 players (with teams), control decreases: more players = more chaos. It's not a flaw, it's a design choice, but if you're looking for surgical precision, play it with 2.
Steep Learning Curve
The rules are simple, but understanding when to use powers and when NOT to move a Muse takes 2-3 games. You'll lose your first game because you didn't realize that moving a Muse too much takes it out of control.
🏆Victory and DefeatWhat the ending rewards▼
How it ends
How to win and how to lose
The game ends when a die reaches 6. At that point, secret objectives are revealed, and points are counted.
Victory
- Each die showing your target number is worth 1 point
- If a Muse reaches the value indicated by Apollo (printed on the card), its die automatically becomes a 6 and counts as a met objective
- The player with the most dice on their target number wins. Tie: the player with the highest total sum of their dice wins.
Defeat
- You move a Muse and its die reaches 6, but it's not your target number: you've ended the game for others
- Your dice end up scattered on values far from your objective: you've lost tactical focus
- Opponents have manipulated your dice and pushed them where you didn't want them
It's an abstract game that introduces an unseen mechanic and puts it at the service of fast, tense, tactical games. It won the Mensa Award for a reason.
💬Frequently Asked QuestionsQuick answers before checkout▼
Frequently Asked Questions
FAQ about Dance of Muses
What mechanics does Dance of Muses use?
Grid movement (move pawns on an orthogonal grid), dice manipulation (dice grow with movements and change with powers), secret setup (choose a hidden objective), asymmetric powers (each Muse has a unique ability). It's an abstract game with elements of light bluffing.
Is it suitable for those who don't like abstract games?
It depends. If you don't like abstract games because they're too cold, Dance of Muses has mythological setting and asymmetric powers that make it more thematic. But it remains a game of calculation: if the problem is the lack of luck, this won't convince you.
How long does a game really last?
The stated 25 minutes are realistic. The first few games will be 30-35 because you're reading the powers. From the third game onwards, you'll be under 25. Zero downtime: turns are very fast, there's no maintenance phase.
Is it better with 2 or 4 players?
With 2 players, it's more tactical and controlled: every move counts, zero chaos. With 3-4 players (with teams), there's more unpredictability and less total control. Recommended for 2 for calculation lovers, for 4 for those who want more dynamism.
Is this edition in Italian?
Yes, this Space Otter Publishing edition is in Italian. Cards, rulebook, references: all localized. Minimal language dependence (Muse names and powers), but having the texts in Italian helps in the first few games.
The people behind the game
Who invented it, who designed it, who publishes it — and what else they've done.
Dance of Muses is a strategic abstract game for 2-4 players, lasting 25 minutes, recommended age 14+. Designed by Marco Baglioni and David Trambusti, winner of the Mensa Ludo Award 2025, it introduces an innovative mechanic: dice grow with the movements of the Muses on the grid. Each player chooses a secret objective and uses the asymmetric powers of the nine Muses to manipulate opponent's dice. Published by Space Otter Publishing, it combines tactical depth and accessibility in a compact format. Available on FroGames.it.

Dance of Muses
Frequently Asked Questions
The answers you're looking for, no beating around the bush.
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