In Magic Mountain, or Magitoppen, the wizards' apprentices must get down the mountain before the witches - but you don't always know how the sneaky will-o'-the-wisps make the miniatures move.
On your turn, you must draw a will-o'-the-wisp and place it on one of the 6 starting spaces and then let it go. If it hits a miniature, it stops. Pick up this miniature and move it to the next colored space on the winding path.
If you manage to get 4 wizard apprentices to the bottom of the mountain before 3 witches, you win the game!
!