Tag: Game Design

  • Taking Good Counsel

    Taking Good Counsel

    The process of building a new game can come to you over time, like a growing idea in the back of your mind. Or it can come to you all at once, like a tidal wave of inspiration. In either case, it’s important to maintain your vision for what goals the game aims to achieve,…

  • The Cresswood Harvestide Festival

    A murder mystery party among friends and conspirators. The room was dimly lit by candles. In my doublet, I paced back and forth rehearsing my part. Theo Messerdell didn’t make mistakes. The mood was anticipatory and anxious, to a point. The door knocked, and the night began. A few months ago, my wife and I…

  • Magic’s Treasure Problem

    Magic’s Treasure Problem

    How Magic’s designers are pushing the game to it’s limit with too much of a good thing By Martin Gallogly If you play Magic: the Gathering’s most popular format, Commander, you’ve almost certainly come into contact with the most ubiquitous artifact tokens: treasures. The game is rife with them. In a format that encourages players…

  • Limited is Getting Harder – Again

    Limited is Getting Harder – Again

    Recently we got the biggest news for limited Magic since the introduction of remastered sets: Boosters are changing, again. The latest change announced by Wizards of the Coast is the discontinuation of both Draft and Set Boosters, in favor of the new Play Boosters which combine elements of both.  These will be draftable packs with…