Tabletop_Gaming__Issue_27__February_2019

(singke) #1
puzzle pieces
is deeply satisfying to my
brain. Carcassonne combines
randomness, hidden information and known
information in an elegant and enjoyable way.
In the end though, no game has had a greater
inuence on me than Magic: e Gathering.
is is probably not a surprise to those who may
know of me from the fact that I’m a member
of the Magic: e Gathering Pro Tour Hall of
Fame. I spent close to 20 years playing Magic
professionally. is would never have happened
had I not been rst sucked in by the melding
of incredible gameplay and almost sinisterly
addictive product design.
Magic turned the gaming world on its head by
inventing the concept of a collectible/trading card
game. e more cards I bought, collected and
traded for, the more options I had to play with and
to win with. Now the gaming experience came in
three addictively never-ending phases: rst you
had to acquire the game components before you
could play. Buying one box of the game barely gave
you enough to play with – of course you wanted
to get more cards to make your gameplay better.
Next, you had to build a deck to play with. Now
preparing to play was almost as fun as playing.
Endless cards gave you endless possibilities for
creation. e third phase was actually playing the
game. Since you didn’t know which of the endless
possible combinations of cards were in your
opponent’s deck and what order each of you were
going to draw various cards in, it was a completely
dierent experience each game.
e process of designing killer Magic decks
honed my creative instincts and my understanding
of card balance. It helped give me the condence
and the mental training to start designing my own
card games. In addition, the name recognition I
got from playing Magic professionally also helped
convince publishers, retailers and gamers to give
my rst game designs a chance. As a result, Magic:
e Gathering will always have a special place in
my heart.

I


t seems almost impossible to narrow down
my favourite games to the one that most
inuenced my work as a game designer. At a
rst pass I managed to narrow it down to chess,
Magic: e Gathering, Dominion, Carcassonne
and Ticket to Ride.
I’ve always loved the elegance of chess. I love that
you don’t need rules written on the game pieces.
ere are rules to how each piece works, you learn
them and then that’s just what they are. I can make a
Star Trek chess set and my pawns may now be people
wearing red shirts, but everyone still knows how they
work. I also love how much chess exemplies the
idea of easy to learn and yet hard to master without
endless components.
I loved Dominion because it scratched the
strategic itch of a deep card game like Magic: e
Gathering, but contained in a single box which up
to four players could enjoy over and over. I also
loved that it invented a whole new fantastic type
of card game, opening endless new possibilities
for designers like me. When I played Dominion, I
had such a satisfying feeling of creation every time
I played. Sometimes my creation was better than
other times and I kept wanting to play again to see if
I could create something cooler and better.
I love Ticket to Ride, because I can play it with
anyone, not just lovers of strategy games. It’s so
easy to learn and fun to play. Yet for strategy gamers
like me there is still plenty to sink your teeth into.
e elegance of each player only doing one thing
per turn, with only three things to choose from
is amazing, considering how much interesting
gameplay results from it. e components are simple,
colourful and fun, and you can even learn some
geography along the way.
I love Carcassonne because it’s simple, elegant and
satisfying. By only having one piece in your hand at a
time, the complexity and decision process is strictly
contained, which helps open it up to a broader range
of gamers. It led me to appreciate tile-laying games
in a way that I had only appreciated card games
and board games previously. e combination of
physically placing tiles and matching them up like

February 2019 tabletopgaming.co.uk 17

preparing to play was almost as fun as playing.
Endless cards gave you endless possibilities for
creation. e third phase was actually playing the
game. Since you didn’t know which of the endless
possible combinations of cards were in your
opponent’s deck and what order each of you were
going to draw various cards in, it was a completely

The


process of


designing


killer Magic


decks


honed my


creative


instincts.


my favourite games


e Magic: e Gathering Hall

of Famer and Star Realms

co-creator remembers how he

went from player to designer

DARWIN


KASTLE


InstantInstant

oU

Draw 3 cards or
force opponent
to draw 3 cards.

Ancestral RecallAncestral Recall

Illus. © Mark PooleIllus. © Mark Poole

Black ViseBlack Vise

ArtifactArtifact

Illus. Richard ThomasIllus. Richard Thomas1995 Wizards of the Coast,Inc. All rightsreserved.

At the end of target opponent’s
upkeep, Black Vise deals
that player1damage for
each card in his or her
hand in excess of four.

puzzle pieces

NecropotenceNecropotence

EnchantmentEnchantment

IllusIllus©1995 Wizards of the Coast, Inc. Al.M.Mark Tedinark Tedin lrightsreserved.

Skiyour hand, remove that card fropyour draw phase. If youdiscard a card frommthe game.
librar:Pay 1 life to set asidy. At thebeginning of your next discardethe top card of your
phase, put that card into your hand. Effects thatpreventor redirect damage cannot be used to
counter this loss of life.

o 1 oG

Illus. Pete Venters

Enchantment

Survival of the FittestSurvival of the Fittest

Enchantment
oG, Choose and discard a creature
card: Search your library for a
creature card, reveal that card to al
players, and put it into your hand.l
Shuffle your library afterwards.

©1993–1998 Wizards of the Coast, IncIllus. Pete Venters

. 129/


m t ,
creature card,
ayers,

o 3 oR

Illus. Edward P. Beard, Jr.

Summon Nomads

Avalanche RidersAvalanche Riders

Summon Nomads
Echo (During your next upkeep after this
permanent comes under your control, pay
its casting cost or sacrifice it.)
Avalanche Riders is unaffected by
summoning sickness.
When Avalanche Riders comes into
play, destroy target land.
©1993–1999 Wizards of the Coast, IncIllus. Edward P. Beard, Jr.. 74/143 2/22/
Free download pdf