Here's a conditional counterspell that's kind of the opposite of Mana Leak and company: potentially oppressive in the late game but much less reliable early on.
Showing posts with label boardgame design. Show all posts
Showing posts with label boardgame design. Show all posts
Monday, March 9, 2020
CCDD 030920 - Stare Down
Labels:
boardgame design,
CCDD,
countermagic,
instant,
interaction,
Izzet
Wednesday, January 10, 2018
Dreams
Let's get personal. My dream job for the last 25 years has been: Magic Designer.
Labels:
boardgame design,
game design,
GDS2,
GDS3,
magic design,
personal
Thursday, August 25, 2016
Merchants of Araby designer diary
Ten years ago, I was a fan of Magic and madly in love with drafting. I'm still a fan, but I was then too. I wanted to make a game where you drafted cards while playing the game instead of keeping my chocolate and peanut butter separate. I also wanted to try my hand at a vastly simplified version of Magic that could act as a gateway for new players. And I wanted to make it multiplayer, because I love sitting around a table, laughing with and challenging my friends.
Labels:
boardgame design
Wednesday, February 16, 2011
How mechanics can push players toward fun.
I've been designing a dungeon crawler board game for a few months now. If you're not familiar, this genre was popularized by HeroQuest and is essentially a tactical RPG without the roleplaying. It comes down to exploring a dungeon, fighting monsters, finding treasure and leveling up. This particular crawler was prompted by one of the latest to hit the market: Castle Ravenloft. I say "prompted" rather than "inspired" because playing Castle Ravenloft pushed to me to make this game, but most of the ideas that form its core existed before Wizards started developing Fourth Edition D&D, much less Castle Ravenloft. I had forgotten that was the case, but while I was dredging years of old Magic card ideas for the Great Designer Search 2, I also stumbled upon board game ideas and found the core concepts of this new dungeon crawler spread amongst them. I'll write about stolen / simultaneous ideas another day.
Labels:
boardgame design
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