American game designer
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Ben interviews Richard Garfield about designing games.Listen to more like this at: https://www.patreon.com/5g4dBecome a supporter of this podcast: https://www.spreaker.com/podcast/five-games-for-doomsday--5631121/support.
At Gen Con this year, we kicked off Ascension's 15-year anniversary celebration. I had the chance to meet so many fans who have been part of this community for over a decade; the experience was both humbling and rewarding.We just launched the Gamefound Campaign for the Ascension 15th Anniversary Collector's Edition and I've been reflecting on the incredible journey that brought us here. What began as a casual prototype I created to play with friends between rounds of Magic tournaments has grown into a game that connects millions of players around the world.Here are the five most important lessons I've learned, each has transformed Ascension from a prototype to a global phenomenon.Lesson 1: Prototype and Iterate FastWhen I first started working on Ascension, I never expected it to become the success it is today. It was 2009, and I had just quit my job to start my own game company. The funny thing about starting a company is that until you're making money and collaborating with others, the difference between “CEO/Game Designer” and “guy sitting on his couch” is mostly a matter of attitude.At the time, I had spent over a hundred hours playing the deckbuilding game Dominion. This game pioneered the genre, offering the fun of deckbuilding without the hassle of collecting cards. As a Magic: The Gathering Pro, I loved that it delivered the joy of constructing a deck without buying packs or managing a collection. Eventually, however, the game became predictable. Because each setup of available cards was fixed from the start, I rarely needed to change my strategy. I also found that the game took too long to set up, impacting the ratio of fun to busy work in a way I thought could be improved.The secret to creating Ascension was simple: remove the things from Dominion that get in the way of fun.My first prototype was literally just a shuffled pile of Dominion cards, which instantly cut 20 minutes off setup time. Mind you, this prototype wasn't good, but it gave me a quick sense of how the gameplay might feel, and I could see a spark of something great there. My next prototype was nothing more than sharpie scribbles on blank cards. Since my prototypes were quick and ugly, I had no problem throwing them out and making rapid changes. That freedom allowed Ascension to go from idea to store shelves in under 18 months.The lesson: Your first prototype should be so ugly you're embarrassed to show it to anyone. That embarrassment is freedom—freedom to fail fast, change everything, and find the fun without falling in love with your first ideas.Lesson 2: When in Doubt, Cut it outMost new designers try to solve problems by adding things to their games. The correct answer is almost always to cut instead.Ascension started by cutting Dominion's purchase and play restrictions. This streamlined the game and gave players more choices each turn, but also required me to add a second resource [power] to keep tension high. This change was just the start, the biggest cut came much later in development.Ascension's signature innovation was the ever changing center row, which dramatically increased the variety in each game. At the same time, this mechanic also created the risk of a stalled board state, meaning that if players weren't able to buy anything from the center, nothing would change and the game would drag on. My original solution was a “conveyor belt” mechanic, where, at the end of each turn, the rightmost card was banished and everything slid down. This guaranteed movement and created tension as cards neared the edge.The problem was that players kept forgetting to slide the cards down. Every. Single. Game.I tried everything: special cards that interacted with the conveyor belt, giant reminder text on the board, entire mechanics to make sliding feel essential. Nothing worked. Then one playtester asked the question that should have been obvious but I was blind to: "What if we just cut that rule?"We shuffled up, played without it, and never looked back. The game was cleaner, faster, and more fun. Did the board stall occasionally? Yes, but we could mitigate that by subtly adjusting card costs and adding banish effects players could buy when needed. In this case, the conveyor belt cure was far worse than the occasional stalled board disease.The lesson: Every mechanic costs mental energy. When facing a design challenge, always ask first: "What can I eliminate to solve this problem?" Remember, "dead now" doesn't mean "dead forever." Cut mechanics make great expansion content later.Lesson 3: Perfect Your Pitch Through RepetitionEvery game needs a killer hook, and the only way to find it is through repetition. Brutal, exhausting repetition.I learned this the hard way at my first Gen Con booth, where we sold the first copies of Ascension 15 years ago. Over the course of the show, you pitch the game a hundred times. You refine, adjust, and figure out what works. By the end, I could pitch and demo Ascension in my sleep. I knew exactly how to get someone hooked, and the moment I no longer needed to be there (for Ascension, it's usually turn three, when players start seeing the new cards they purchased and get excited about improving their decks).Whenever possible, use things your audience already knows as a reference, combine two familiar concepts, or give a twist to something they've seen before. You need to get information about your target audience and customize the pitch to them. Once they're hooked, you can guide them into a demo and, hopefully, into buying the game and sharing it with friends.In 2010, if I knew my audience played Magic, my go-to pitch was:“Imagine all the fun of drafting card packs in Magic, all with just one lifetime purchase.”If they were familiar with Dominion, an effective pitch was:“Ascension is like Dominion, but with a fun fantasy theme and you can play an entire game in the time it takes to set up a game of Dominion.”If they weren't familiar with either game category, I would usually start with a more theme forward pitch:“Ascension is a 30 minute card game where you recruit mighty heroes and weapons to defeat monsters and earn honor.”At first, pitching this way feels awkward. You have to train yourself to read the audience, adapt, and take feedback from their reactions. The best games also make it easy for players to teach friends, and those people become your best marketers. The more you practice pitching and running live demos, the more it will shape your design choices, helping you create games that are not only fun to play, but also fun to learn and teach.The lesson: Practice pitching your game early and often. Alex Yeager's 2-2-2 demo framework is a fantastic tool for game designers (you can hear more about it on my podcast with Alex here). Whether you need a two-sentence pitch, a two-minute overview, or a two-player demo, tailoring the level of detail to your audience is key. This approach prevents overwhelming your audience with too much information at once while still providing a clear and concise introduction to your game.Lesson 4: Know Your Core Tension and Protect ItEvery great game revolves around one central tension that hooks players.* In Uno, you're trying to empty your hand without unlocking your opponents' cards.* In chess, you protect your king while threatening your opponent's king.* In poker, you want to win the pot but must risk chips without knowing what others hold.* In Magic: The Gathering, the one-land-per-turn restriction forces agonizing tradeoffs about which spells to cast.For Ascension, the core tension is this: adapting to an ever-changing market while your opponents threaten to snatch the exact cards you need.The game sings when there are multiple exciting cards supporting your strategy, but your opponent might grab them first. Every choice matters because the board state is temporary. Purchasing a Mechana construct early makes each successive mechana construct better, but if your opponent cuts you off from the cards you need then your strategy could fall apart.Understanding this core tension has guided 15 years of expansions. Every new mechanic is built to enhance this central dynamic, but never replace it. Our newest expansion, Ascension Legends, turns faction choice into a higher-stakes decision than ever with the Legendary Track system. As you climb each faction's track, you unlock powerful bonuses. Suddenly, that “meh” Lifebound hero becomes essential because it pushes you toward a game-breaking legendary power. Multi-faction cards become contested treasures. The tension ratchets up, but the heart of Ascension remains intact.In the 15th anniversary campaign, I've designed an entirely new card type that impacts every game called Chronicles. Chronicle cards were an interesting challenge to design, because I wanted to make something that honored Ascension's history, impacts every game, and could work with whatever expansion(s) you chose to play it with. But I've always believed constraints breed creativity and these constraints were no exception. There are 17 Chronicle cards available in this campaign. At the start of the game, you can select any two of them and set them beside the center row. Each one adds a new game rule or unique cards to the game. Each of these 17 cards was designed to highlight one of our previous expansions and compress its impact on the core tension into a single effect. Because they are promos and players can opt in to which ones they want to play with, I also felt more free to make more powerful abilities that I would never put into a normal set. For example, one card representing Darkness Unleashed, where we first introduced transforming cards, adds the rule: “At the start of the game, each player removes one Apprentice and one Militia from their Starting Deck and Transforms them into one Mystic and one Heavy Infantry.” These cards are a great way to radically shake up the game and have some fun reevaluating old cards and strategies in the light of new mechanics. You can learn more about the new card type in our update here.The lesson: Identify your game's core tension in one or two sentences. Write it down. Frame it. Before adding any new mechanic, ask: "Does this enhance or dilute our core?" As your game inevitably grows more complex, staying true to its core ensures it evolves in the right direction.Think Like A Game Designer is a reader-supported publication. To receive new posts and support my work, consider becoming a free or paid subscriber.Lesson 5: Create Space for Community and ConnectionAt GenCon, a father approached me with his 11-year-old daughter in tow."I just wanted to thank you," he said. "Ascension has become our special thing. We play together almost every night, and it's given us this amazing way to connect."His daughter beamed and jumped into the conversation, eager to tell me about her favorite faction (lifebound) and the strategies she'd discovered.What struck me wasn't just their enthusiasm—it was the math. She wasn't even born when Ascension first released in 2010. Yet here she was, fifteen years later, experiencing the same joy of discovery that's captivated players from day one. That's when I realized we hadn't just created a game—we'd built something that bridges generations.From the beginning, Ascension was deliberately designed to feel less confrontational than other strategy games. You're not attacking other players—you're all racing toward your own goals while your opponent does the same. Only the shared center row and occasional monster effect encourage direct competition.This makes Ascension approachable to partners, friends, and family members who might be intimidated by more aggressive games. I've heard from hundreds of players who say Ascension was their entry point into tabletop gaming. Even the partner of a hardcore gamer can enjoy Ascension because even when you lose, you still get to build something cool and feel progression throughout the game.This design philosophy has created a community where parents can genuinely enjoy playing with their children, where couples can bond over evening games, and where someone whose only card game experience is Uno can sit down and have fun within minutes. The rules are simple enough to teach quickly, but the strategy is deep enough to reward returning players.The secret to lasting community is making everyone feel welcome at the table. Even competitive card games like Magic have benefited enormously from more social formats like Commander which allow new players to enjoy the experience without as much direct conflict. Even for SolForge Fusion, the game I co-created with Richard Garfield as a very competitive game, we created a campaign mode and storyline tournaments that make players allies against a common cause, helping them root for each other and take on challenges that are less directly antagonistic with other players.The lesson: Your game's community will outlive any individual player if you design it to include rather than exclude, to welcome rather than intimidate, and to create shared positive experiences rather than zero-sum conflicts. Think about how your design allows players of different skill levels to enjoy the journey together. The best victories are the ones you can celebrate with the person across the table, not at their expense.Fifteen years ago, I was just a guy on a couch with a dream and a Sharpie. Today, Ascension connects hundreds of thousands of players across the world—parents and children, partners and friends, veterans and newcomers. As we launch our 15th anniversary campaign on Gamefound, featuring exclusive anniversary editions and the brand-new designs, I'm not just grateful for the game we've built. I'm grateful for the community you've helped us create.I am beyond grateful for the community that has supported the last 15 years, and I can't wait to continue to grow together over the next 15!Join our 15th anniversary celebration at Gamefound and get exclusive anniversary rewards available nowhere else.— Justin Gary This is a public episode. 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A podcast about Paper Legacy. In this episode we report back from a Legacy outing in the woods, which involved both interesting results from old favourite decks as well as thoughts on what Richard Garfield board games might teach us. Find the Legacy playable Final Fantasy Basic Lands and fun conversations in our Discord: https://discord.gg/7CxpYZzzdh Hosted on Acast. See acast.com/privacy for more information.
Just a routine reading of Board Game Geek put me onto the release of today's focus game, King of Tokyo: Duel. There was a banner ad on the homepage. From there, a quick click over to my local game shop webpage allowed me to preorder the game. I did not need any more information. It was King of Tokyo. It was designed by Richard Garfield. It was two-player.Upon further inspection, it appeared to be a tug of war style game. It had the established characters. Well, my copy arrived. I went to get it. Edward and I sat down to play it.King of Tokyo Duel sets you and your opponent in a mano a mano battle over Tokyo. As with the original game, there are multiple ways to win: knock the other monster out, get both the star and building markers into your spotlight zone, or one of the markers reaches the last space on your side of the board.Directing people to the get the games tab
We discuss an article written by Richard Garfield on the Balance in board games.
This week on Zed Games Zahra, Maylee, and Caroline charge straight into the week in Gaming News talking Halo leaks, Team 17 condolences, and Steam Awards disappointments. Then Zahra interviews MTG veteran and game designer Richard Garfield about his new game Vanguard Exiles from The Tea Division. And Caroline battles the geek stank and addiction [...]
In this episode of the legendary 5G4D Advent Calendar, Ben and Steve discuss Richard Garfield.Support the show hereBecome a supporter of this podcast: https://www.spreaker.com/podcast/five-games-for-doomsday--5631121/support.
If you're struggling to keep people engaged and loyal in your product or business, check out my FREE gamification course to learn how to do just that: professorgame.com/freegamificationcourse-web Can embracing failures and iterative improvement lead to lasting success and innovation in game creation? This conversation sheds light on how strategic experience design can achieve educational and business objectives while maintaining an element of fun and excitement. Michael also recounts his early struggles with teamwork and humility, as well as the tension between creative fulfillment and financial stability. From his tranquil morning rituals to his meticulous planning and innovative evening sessions, Michael shares invaluable insights into maintaining productivity and creativity. Michael Yang is a game designer with over a decade of industry experience, both in video games and board games. He's played an instrumental role in the release of over 20 games; everything from educational video games to mobile freemium games, to most recently making a lateral shift into Card Games as the designer and developer of Greater Than Game's hot new release, Compile. Michael dreams of making engaging content accessible to everyone and believes in the power of games to revolutionize lives and learning. Rob is a host and consultant at Professor Game as well as an expert, international speaker and advocate for the use of gamification and games-based solutions, especially in education and learning. He's also a professor and workshop facilitator for the topics of the podcast and LEGO SERIOUS PLAY (LSP) for top higher education institutions that include EFMD, IE Business School and EBS among others in Europe, America and Asia. Guest Links and Info X/Twitter: @JustGravyLLC Boardgamegeek: boardgamegeek.com/user/JustGravy Links to episode mentions: Proposed guest: Richard Garfield of Magic: The Gathering Recommended book: Anything Sci-Fi The Art of Game Design: A Book Of Lenses by Jesse Schell Favorite game: World of Warcraft Keep the Heroes Out Lets's do stuff together! Get started in Gamification for FREE! LinkedIn Twitter Facebook Instagram TikTok YouTube Ask a question
The doctor is in. For a very special episode 300, The Dive Down sits down with THE Richard Garfield, inventor of Magic: The Gathering and great-great-grandson of President James A. Garfield. What is Magic as Garfield intended? We finally have the answer. Become a citizen of The Dive Down Nation!: http://www.patreon.com/thedivedown Show the world that you're a proud citizen of The Dive Down Nation with some merch from the store: https://www.thedivedown.com/store Upgrade your gameplay and your gameday with Heavy Play accessories. Use code THEDIVEDOWN2024 for 10% off your first order at https://www.heavyplay.com Get 10% off your first 2 months of ManaTraders! https://www.manatraders.com/?medium=thedivedown and use coupon code THEDIVEDOWNTEN And now receive 8% off your order of paper cards from Nerd Rage Gaming with code DIVE8 at https://www.nerdragegaming.com/ Timestamps: * 1:25 - Richard Garfield does not need to hear about Heavy Play * 2:43 - This week's episode - somehow this is 300 * 5:56 - The Dive Down begins: Our interview with Richard Garfield * 43:56 - What is Magic as Garfield intended? * 46:10 - Richard on other games Our opening music is Nowhere - You Never Knew, and our closing music is Space Blood - Goro? Is That Your Christian Name? email us: thedivedown@gmail.com (mailto:thedivedown@gmail.com) twitter: https://twitter.com/thedivedown
A collection of 1993 "Magic: The Gathering" Beta cards are appraised on GBH's Antiques Roadshow for up to $100,000 leaving producers wondering when–and why–did these modern collectibles get so valuable? Host Adam Monahan heads straight to the source for answers: with a trip to a Magic tournament, and an interview with Richard Garfield, the creator of “Magic: The Gathering,” himself!
George, Josh, and Louie discuss all things TCGs
Decision Space is the podcast about decisions in board games. Join our active and welcoming Discord community, Join the crew today! (Decision Space Patreon), or Leave us a review wherever you find this podcast! Episode 181 - What We Talk About When We Talk About Playing on Hard Mode This week, we discuss Dr. Richard Garfield's (Magic: The Gathering, Bunny Kingdom) blog post about playing games on hard mode. Consider reading it here on Board Game Geek before you listen to the episode. In this episode, we discuss the blog post, the merits, and the demerits of hard mode in the board game space. Timestamps Intro - 0:00 Playing on Hard Mode - 2:59 Pre-Planners We'll be covering Five Tribes soon! Music and Sound Credits Thank you to Hembree for our intro and outro music from their song Reach Out. You can listen to the full song on YouTube here: https://www.youtube.com/watch?v=gQuuRPfOyMw&list=TLGGFNH7VEDPgwgyNTA4MjAyMQ&t=3s You can find more information about Hembree at https://www.hembreemusic.com/. Thank you to Flash Floods for use of their song Palm of Your Hand as a sting from their album Halfway to Anywhere: https://open.spotify.com/album/2fE6LrqzNDKPYWyS5evh3K?si=CCjdAGmeSnOOEui6aV3_nA Rules Overview Music: Way Home by Tokyo Music Walker https://soundcloud.com/user-356546060 Creative Commons — Attribution 3.0 Unported — CC BY 3.0 Free Download / Stream: https://bit.ly/tokyo-music-walker-way... Music promoted by Audio Library https://youtu.be/pJThZlOuDtI Contact We can be reached individually on Twitter at @jakefryd and @burnsidebh. You can also follow Decision Space on Instagram @DecisionSpacePod and talk to us there! If you prefer email, then hit us up at decisionspa@gmail.com. This information is all available along with episodes at our new website decisionspacepodcast.com. Byeee!
In this special live episode recorded at Gen Con 2024, I share key lessons from my 20 years in the game industry, including insights from working with industry legends like Richard Garfield and designing major games like Ascension, Shards of Infinity, Bakugan, and SolForge Fusion. Here are some key takeaways:* Emotional Impact: Pay close attention to how games make players feel. Player experience is the most important metric for a game.* Set Deadlines: Setting deadlines and doing your best to hit them will change your life—deadlines are magic.* Core Design Loop: Focus on regular iteration and refining ideas.* Community: Building solid relationships with other creators is essential for growth. Always ask what value you can add, and you'll be headed in the right direction.If these ideas resonate with you, join my Think Like A Game Designer Mastery Course to receive hands-on guidance and turn your game ideas into reality. You'll have the opportunity to pitch your game to real publishers, work with a creative community, and receive expert feedback as you bring your designs to life. Sign up now! Get full access to Think Like A Game Designer at justingarydesign.substack.com/subscribe
Ian takes over to teach Matthew how to play MAGIC: THE GATHERING, to talk about how what the classic Collectible Card Came means to him, and to discuss how it opens up new ways to tell and appreciate stories. For a recording of the live stream where Ian and Matthew play Magic and open some card packs, see the IMMProject YouTube channel! (Links in show notes may include affiliate links which help support the podcast at no cost to you.)
Andy and Anthony are joined by Richard Garfield, legendary game designer and the creator of Magic: the Gathering. Richard talks about how he got interested in modifying and tweaking games, his concept that players can be loosely understood as either ‘honers' or ‘innovators', and why some games with great mechanics have no soul as a result of overdevelopment. Andy and Anthony also take advantage of this opportunity to ask Richard about his relationship to Cube, getting insight into how he designs his own and what he values about the format. They cover all the most salient Cube topics, including handling feedback from players, how to approach power level outliers, and how to manage complexity. View all cards mentioned in the episode → Timestamps 0:00 - Introduction 1:49 - Welcoming Richard Garfield to the show 3:31 - How Richard got started modifying games 11:12 - How do you know when a game has gotten too complex? 17:37 - Honers vs. Innovators 22:48 - Richard's relationship to Cube 28:46 - On “Overdeveloped” Games 31:22 - The virtues of a wider power level band 43:09 - How to process feedback from players 46:58 - Is getting into nature an important part of Richard's creative process 49:15 - The role of visual and narrative elements in games 55:00 - Designing a meta vs designing a game 58:10 - Richard's current favorite games 1:02:56 - Richard's game design book recommendations Discussed in this episode: MH3 Community Review Survey and the Commander Set Survey Episode 202: Reading Series — The Creator of ‘Magic the Gathering' Knows Exactly Where it All Went Wrong Stratego Dungeons and Dragons Algomancy The Encyclopedia of Chess Variations Balatro Founders of Reyvik Finkel vs. Garfield Deckmasters Garfield vs. Finkel Product Slay the Spire Spectromancer Munchkin Innovation, by Carl Chudyk Quadradius Gamut of Games, by Sid Sackson New Rules for Classic Games, by R. Wayne Schmittberger Check us out on Twitch and YouTube for paper Cube gameplay. You can find the hosts' Cubes on Cube Cobra: Andy's “Bun Magic” Cube Anthony's “Regular” Cube If want us to do a pack 1, pick 1 from your cube submit it on our website. You can find both your hosts in the MTG Cube Talk Discord. Send in questions to the show at mail@luckypaper.co or our p.o. box: If you'd like to show your support for the show, please leave us a review on iTunes or wherever you listen. Musical production by DJ James Nasty. Lucky PaperPO Box 4855Baltimore, MD 21211
Andy and Anthony read and comment on the entirety of a recent article on the early history of Magic and it's creator's struggles with the game. The article, including quotes from an interview with Richard Garfield, explores his complex relationship to his creation. It explores his perspective on games, and why he values them. Since it's first publication, Richard has struggled to re-create the experiences he found most valuable from the pre-publication version. Our hosts unpack the article, give their own perspective, and inevitably tie it back to their own Cube experience. View all cards mentioned in the episode → Discussed in this episode: The PDH Pod, Episode 100 The Creator Of ‘Magic: The Gathering' Knows Exactly Where It All Went Wrong, by Nick Zarzycki on Defector Six Man Zonk Yahtzee Radical Markets, by Eric A. Posner and Eric Glen Weyl Law of the Instrument Mindstorms, by Seymour Papert Keyforge Netrunner Orange (colour) Patrice O'Neal Hearthstone Shandalar, 1997 Computer Game Uber Cube Podcast Squares that Cube Timestamps 0:00 - Introduction 1:54 - Overview of episode format 4:57 - Read Through Begins Check us out on Twitch and YouTube for paper Cube gameplay. You can find the hosts' Cubes on Cube Cobra: Andy's “Bun Magic” Cube Anthony's “Regular” Cube If want us to do a pack 1, pick 1 from your cube submit it on our website. You can find both your hosts in the MTG Cube Talk Discord. Send in questions to the show at mail@luckypaper.co or our p.o. box: Lucky Paper PO Box 4855 Baltimore, MD 21211 If you'd like to show your support for the show, please leave us a review on iTunes or wherever you listen. Musical production by DJ James Nasty.
Magic writing was a lost art before some of the game's best players were even born so Dom invited one of its all-time greats, Jeff Cunningham, to reminisce about the craft of the tournament report, the tournaments and characters that gave rise to them, and his place in that lore.Find the hosts: Dom / (Ari) / JeffFind the podcast: Patreon / Twitter / DiscordFurther reading:The Grind / Part 2Invitational 2006 ReportLands and SpellsThe End of the Magic: The Gathering Pro TourGod of Magic - An Interview with Richard GarfieldLong Road Up / Part 2 (Gary Wise)
I think episode we cover: Richard Garfield interview, Dead by Daylight updates, former WotC CEO's new job, Hatsune Miku Secret Lair issues, and MTG bannings updates. Please remember to rate the show and leave a comment! DeQuan - @powrdragn Brian - @brianpsionic Color of Magic Patreon: https://www.patreon.com/ColorofMagic Website: https://www.colorofmtg.com/ Twitter: https://twitter.com/ColorofMTG Facebook: https://www.facebook.com/colorofmtg
I this episode we cover: Richard Garfield interview, Dead by Daylight updates, former WotC CEO's new job, Hatsune Miku Secret Lair issues, and MTG bannings updates. Please remember to rate the show and leave a comment! DeQuan - @powrdragnBrian - @brianpsionic Color of Magic Patreon:https://www.patreon.com/ColorofMagic Website:https://www.colorofmtg.com/ Twitter:https://twitter.com/ColorofMTG Facebook:https://www.facebook.com/colorofmtg
We have returned from a long hiatus (episode was recorded a while ago) and it's time to stalk humans in The Hunger. This deck builder is another fantastic Richard Garfield game and we have all the details and a few tips to win! And what's an RA episode with some Startrek talk? We have a few updates regarding various Startrek ttrpgs.https://renegadegamestudios.co...https://youtube.com/@GamelogicaYT?si=4qacCuopLj0nn5AI
Sike! One more, nerds. Richard Garfield's back. We chat about the role variance plays in his game design. It's cool. Read more on Richard's latest in-progress video game, Chaos Agents. ★ Support this podcast on Patreon ★
Jules, Joe and Buffsquatch welcome a special guest to the BBQ, Richard Garfield. Probably best known for creating a little card game called Magic: The Gathering, Richard shares with the crew a bit about his history in the hobby of gaming, his views and methods for designing games, and even a little look into a project he has in development. We also get some sizzling reviews of Rumble Nation and Courtisans We also recap last week's Question of the Pod: What's on your Board Game bucket list to experience or play? Thanks to everyone who contributed and shared their experiences with us on Discord and the Facebook Community. And as always, we Swear an Oath. Question of the Pod: Why is gaming important to you? Sizzling Games: Sleeping Gods: Rumble Nation (01:04:30), Courtisans (01:19:12) Check out our Eventbrite page for all of our upcoming Game Days: https://www.eventbrite.com.au/o/board-game-bbq-32833304483 **PLAY CON** https://play-con.com/ Facebook Event - https://www.facebook.com/events/560221262951198 Facebook Page - https://www.facebook.com/profile.php?id=100089725563211 **SPONSORS** Our podcast is proudly sponsored by Advent Games. Advent Games (http://www.adventgames.com.au/) are an Australian online board game store based in Sydney, NSW. Their core values are integrity, customer satisfaction, and providing a wide range of products including those hard-to-find board games. **PATREON** Yes, that's right. We have a Patreon. By becoming a Patreon member you will receive exclusive content, have access to a members only section of our discord where you can contribute to the content of the show, and much more. Your Patreon support will also allow us to expand the podcast and deliver some exciting upcoming projects that we have planned for 2022. Our team at the Board Game BBQ Podcast love what we do and will continue to deliver the same shenanigans that you have come to expect from us, and we are already incredibly grateful and humbled by all of your support. Being a member of the Patreon is by no means an obligation and please do not support the Patreon if it will it cause you financial hardship in any way. But if you would like to support us from as little as USD$5 a month please click the link and head to the Patreon page. Thanks again for all of your continued support. We work hard to create a welcoming and inclusive community and you are all awesome. See you at the BBQ!! Patreon link: https://www.patreon.com/BoardGameBBQ **SOCIALS** Support the podcast and join the community! https://linktr.ee/BoardGameBBQ
In this BGDL rewind from May of 2018, I chat with Richard Garfield about finding the right balance of luck vs skill when designing a game. The post Finding the Right Mixture of Luck and Skill with Richard Garfield appeared first on Board Game Design Lab.
This is Dice Tower Now for the week of December 12, 2023. This week, Richard Garfield did it in the Conservatory with a Black Lotus, Australia goes radioactive, mutant guinea pigs get caffeinated, and Galileo Figaro Magnifico. TOP STORIES (1:45) Lorcana sales to use virtual queue system on Amazon Dicebreaker website potentially up for sale Button Shy 18 card holiday design contest MtG Clue crossover coi9nciding with new release set Garphill teases two new titles in their Ancient Anthology line Nucleum Australia expansion annou8nced Two new announcements from Hachette Cafe Baras coming from KTBG and Roberta Taylor Galileo Galilei from Pink Troubadour and designer Tomáš Holek CROWDFUNDING (11:00) Star Realms Deluxe Colonial Collection Stan Lee's Genesis SPONSOR UPDATE (15:00) Lucky Duck review THE HOTNESS (17:00) Brass: Birmingham Anunnaki: Dawn of the Gods Age of Innovation Apiary Ark Nova Nucleum Ironwood The White Castle Heat: Pedal to the Metal Deliverance CONNECT: Follow our Twitter newsfeed: twitter.com/dicetowernow Dig in with Corey at DiceTowerDish.com.
Ich spreche mit Christian Endres über das Sammelkartenspiel Magic: The Gathering von Richard Garfield. Wir blicken zurück auf die Geschichte, tauschen Anekdoten aus und stellen unsere Lieblingskarten vor. Christian hat sogar einige Flavor-Texte beigesteuert und kennt einen der deutschen Illustratoren. Ach so: Am Ende gibt es noch zwei Fantasy-Klassiker als Buchtipps.
Since bursting onto the scene in the mid-1990s, Magic the Gathering has become one of the most popular games of all time, with millions of players collecting cards to battle each other in an imaginary fantasy realm. But Magic's early success came with a problem: the price of the game's most powerful and rare cards surged along with its popularity. Eventually, Magic's creators worried that the game would become too expensive and was at risk of becoming a short-lived fad. So, how do you pop a bubble in collectibles without completely alienating collectors? In this episode, we speak with Richard Garfield, the creator of Magic the Gathering, and Arka Ray, a long-time game developer at Microsoft who's now CEO of Richard's new gaming studio, Popularium. They talk about the surprising parallels between MTG and central banking, what they've learned from Magic, and how they're applying those lessons to Chaos Agents, Popularium's first new gaming launch. See omnystudio.com/listener for privacy information.
Ten years ago, your Going Analog hosts Christina and Shoe were obsessed with the digital collectible card game SolForge. Sadly, the daily (and nightly) sessions of lane-based combat mixed with a revolutionary upgradable-card system went away when the game eventually sunsetted (solsetted?). But, Richard Garfield (Magic: The Gathering, Android Netrunner) and Justin Gary (Ascension, Shards of Infinity) knew their co-design still had some...ahem, magic to it, so they revived it via Kickstarter as a tabletop experience, SolForge Fusion. Now SolForge is full-circling its career by returning to its original format. This time, however, the new digital game will work with its physical counterpart on a truly ambitious new platform. We chat with Richard and Justin about SolForge and SolForge Fusion's interesting journey, with its ups and downs and ups again -- and what fans can expect from the franchise moving forward. Timeline: 3:32 - Going Analog's game pick: Critter Kitchen. 6:36 - Richard & Justin's pick: Dominion. 13:01 - Richard & Justin & Going Analog's combo topic: SolForge's journey from digital to physical and back to digital.
This is Dice Tower Now for the week of October 31, 2023. This week, we experience the marvel of magic, Richard Garfield explores his monstrous origins, Iello flips for the circus, and Asmodee gives the generations a good smack. TOP STORIES (2:05) Magic the Gathering and Marvel team up CMoN announces The Dead Keep Skybound's Garima Sharma elected to GAMA Board of Directors Toko Island wins Children's Game of the Year in Spain King of Tokyo: Origins Flip Circus coming from IELLO #Inconversible: Magnificent Yomi from Underdog Games Dutch InterCity by Rio Grande Games Renegade to reprint Axis & Allies: Guadalcanal Generational trivia game Gensmak from Asmodee Machines to the Sky by The Moongrel Jakarta Traffic by designer Simon Schmieder SPONSOR UPDATE (14:50) Scott Morris responds CROWDFUNDING (17:30) Ezra and Nehemia Cascadero and Cascadito Marvel Dice Throne X-Men The Witcher: Paths of Destiny CONNECT: Follow our Twitter newsfeed: twitter.com/dicetowernow Dig in with Corey at DiceTowerDish.com.
Sebastian Golla ist Juniorprofessor für Kriminologie, Strafrecht und Sicherheitsforschung an der Ruhr-Uni Bochum. Lebende Legenden ist sein erster Roman,zu Ostern 2023 erschienen, kostet 20 Euro als Hardcover und entführt in die Welt der Trading Card Games.
I enjoy random walks as much as any econ PhD out of the University of Chicago, but how am I supposed to handle the inability to control my Shatterpoint deck and dice variance?!?!?! (Like many of you, I am also still reeling from Fama sharing the Nobel Prize with Hansen and Shiller. What a wild world we live in.) In this episode, Matt leads a discussion as to how to think about randomness in Shatterpoint, how luck and skill are not mutually exclusive (thanks Richard Garfield), and how to leverage and enjoy both in your gaming. We focus on how Obi-Wan is an exemplary piece in smoothing out randomness in crucial aspects of your matches, but also how randomness can be skill-testing in a way that is extremely satisfying. You will enjoy this discussion. Here's a link to Richard Garfield's lecture on Skill vs. Luck in games. Join the Slack!!!
Jim talks with Frank Lantz, game designer and director of the Game Center at New York University, about Network Wars and the art of game-making. They discuss Frank's first reaction to Network Wars, how the game works, elegance in game design, the simplest possible expression of an idea, Frank's overall score record, high stochasticity in the combat results, the combination of high skill & high variance, the tendency to bend randomness in favor of the player's instincts, learning from poker, whether there are some setups that you can't win, being rewarded for understanding the mechanics, climbing the ladder of heuristics, semi-tractable problems, how games demonstrate the world's complexity, network topology games, deterministic AIs, heuristics of Network Wars, connection games, the prisoner's dilemma, choosing not to optimize, a Presbyterian universe, the idea of live Network Wars, new games with the same underlying dynamics, the doubling cube, games that incentivize creativity, how Network Wars kept Frank sane in a difficult time, games as the art form of problem solving, the power of games to help us understand, and much more. Episode Transcript Network Wars on the App Store Network Wars on Google Play The Beauty of Games, by Frank Lantz (forthcoming) Characteristics of Games, by Richard Garfield & Skaff Elias Frank Lantz is a game designer with a focus on exploring emerging technology to create new kinds of gameplay. He is the Founding Chair of the NYU Game Center, the co-founder of Area/Code Games (acquired by Zynga in 2011), the co-founder of Everybody House Games and the creator of the game Universal Paperclips. He has taught game design for over 20 years at New York University, Parsons School of Design, and the School of Visual Arts and has created numerous influential talks and writings on the subject of games. His book The Beauty of Games will be published by MIT Press in October of 2023.
In this episode, I discuss with Richard Garfield, Skaff Elias and Christian Kudahl about the design process of Mindbug Beyond. Support our Current Kickstarter Campaign for Mindbug Beyond: Mindbug Beyond Kickstarter Campaign
Welcome to the latest episode of Cult of the Old! Each episode your hosts Iain McAllister, Matt Thrower, and Nate Owens are going to turn back the clock to look at games that are at least 10 years old. They'll give their own critical impressions, tell you about the history of the game and its impact, and what relevance these games still have in the modern hobby landscape. In this episode of Cult of the Old the team turn their attention to that most monstrous of dice games, King of Tokyo. Designed by Richard Garfield with art by Gabriel Butik, Romain Gaschet, Paul Mafayon, Igor Polouchine, Benjamin Raynal, Jean-Baptiste Reynaud, Jonathan Silvestre, Régis Torres, and Anthony Wolff. Originally published by Iello. Show Links Below are links to the games and anything else that the team mentions during the course of the cast. We will be linking to BGG for games, designers, artists, and publishers as that is a good place to start for raw information about the game in question. Games Mentioned Magic: The Gathering Netrunner Robo Rally Android: Netrunner Yahtzee Poker Dice Roll through the Ages Dice Town King of Monster Island Wallenstein Carcassonne Big Box Kingsburg Alien Frontiers Smash Up Ganz Schon Clever Team Links Websites you can find the cast on There Will Be Games The Cult of the Old Iain The Giant Brain Twitter Matt Twitter Nate Twitter Support us on Ko-Fi https://ko-fi.com/cultoftheold Join us on our Discord https://discord.gg/Ye6Bem5Q6x Email us at cultoftheolduk@gmail.com
A collection of 1993 "Magic: The Gathering" Beta cards are appraised on GBH's Antiques Roadshow for up to $100,000 leaving producers wondering when–and why–did these modern collectibles get so valuable? Host Adam Monahan heads straight to the source for answers: with a trip to a Magic tournament, and an interview with Richard Garfield, the creator of “Magic: The Gathering,” himself! Watch the appraisal clip at https://www.wgbh.org/podcast/detours.
This weeks episode is getting posted a few days early, and that's because we interviewed game designer and Magic: the Gathering Pro Tour winner Justin Gary! Justin's latest game, Ascension Tactics: Inferno, is hitting Kickstarter on February 21st, so we wanted this episode to go live before the game launches. This was such an amazing conversation. We had been wanting to talk to Justin for quite a while, and we were so glad that he accepted our invitation to join us on the podcast. We talk about Justin's lengthy history in the tabletop space and industry, his experience with Magic: the Gathering, working with Richard Garfield, and or course we talk quite a bit about Ascension and Ascension Tactics. We hope you enjoy the conversation! Check out Stone Blade Entertainment's website: https://stoneblade.com/ Ascension Tactics Inferno Kickstarter: https://www.kickstarter.com/projects/stoneblade/ascension-tactics-ii Check our Justin's personal website here: https://justingary.com/ Check out the Think Like a Game Designer Podcast on Apple Podcasts: https://podcasts.apple.com/us/podcast/think-like-a-game-designer/id1450200089 You can follow Justin on Twitter here: https://twitter.com/justin_gary Sign up for your free 30 day trial of Audible by using our code: www.audibletrial.com/hobbiesnhappiness Find us on Social! Find us on FaceBook: https://www.facebook.com/hobbiesandhappiness Find us on Twitter: @_dgcampbell, @jimmorganhnh Find us on Instagram: @daniel.g.campbell, @jimmorganhnh, @hobbies.n.happiness Catch us when we stream on Twitch: https://www.twitch.tv/hobbiesnhappiness Email us with your gaming memories at hobbiesandhappiness@gmail.com Join our Discord: https://discord.gg/pyBtxzKEaK
Mitch and Tony discuss the 2-player dueling card game Mindbug from Richard Garfield designer of Magic the Gathering. Is this magic without the gathering? What's going on with the Frosthaven campaign? Find out in this episode!Time Stamps------------------0:50 EXIT the Game Advent Calendar The Golden Book2:10 Summer Camp3:30 FEATURE REVIEW: Mindbug27:45 Frosthaven campaign storiesJoin us in the conversation on discord: https://tinyurl.com/2wood4wheat
Brian David-Marshall is a Magic player, Magic Pro Tour historian, and co-founder of Neutral Ground. -- 0:04:00 on being starstruck 0:07:56 Brian on family 0:13:03 Brian's comic book career 0:23:10 letter from Jerry Siegel / Brian starts his own comic business 0:30:17 first contact with Magic 0:37:51 being part of Magic's earliest tournaments 0:43:43 Neutral Ground 0:50:10 memorable interactions with Magic players 0:56:07 historical context - early era Magic, Alpha to Revised editions 0:59:51 opening a Revised edition booster pack at Magic 30 1:00:54 the early days of Wizards of the Coast / Wizards sanctioned events 1:05:58 Richard Garfield introduced Booster Draft to Brian (!) 1:09:24 thoughts on the Magic Hall of Fame 1:16:34 Dr. Garfield's legacy / the first IRL net-deck ever 1:20:18 James's love letter to the Star Wars CCG 1:24:27 Brian's start in Magic coverage / the Aaron Forsythe email 1:35:19 standing on the shoulders of coverage giants 1:40:29 "coverage is pretty lonely" 1:43:43 "is Jon Finkel the greatest ever?" 1:51:48 what kept Brian in coverage for so long 1:55:48 most memorable commentary interviews / art of conversation 2:05:50 Brad Nelson 2:11:03 the overall metagame of Magic 2:14:13 thoughts on coverage in 2022 / Hall of Fame induction wishlist 2:21:15 the evolution of pro players shifting to Commander 2:24:24 the era of perfect information 2:27:47 recording Shuffle Up And Play with The Professor and Sheldon Menery 2:38:06 Brian interviews James about Star Wars / "Andor is f***ing great" -- Show notes: humansofmagic.com Patreon: patreon.com/humansofmagic
This week, Vagrants sing a song of seance, we discuss masters of IELLO cheese, the zoo craze reaches Canada, and TheOP says Hola gatito. TOP STORIES (2:20) Vagrantsong mini-expansion Seance Scenario Ancient Knowledge by designer Rémi Mathieu and IELLO Games Hellton Palace by Jean-Baptiste Pigneur and IELLO Cheese Master from designers Johan Benvenuto and Alexandre Droit IELLO Microexpansions Naasii, A Coyote and Crow Game, by designer Connor Alexander Alhambra: The Red Palace by Dirk Henn and Queen Games Miller Zoo from Randolph and designer Thomas Dagenais-Lespérance Loteria: Hello Kitty® and Friends from TheOP Judge Dredd being reprinted by Rebellion Unplugged Monolyth from Phil Walker-Harding and CMoN FORK - Fox. Owl. Rabbit. Kale. A food chain trick taking game from designer Ta-Te Wu Hans Niemann sues Magnus Carlsen for $100 Million SPECIAL REPORT (13:15) Cheating in Chess Chess.com report on Hans Niemann CROWDFUNDING (16:55) Rising Waters Roll to the Top, Pollen, and Big Top The Stifling Dark Dreadful Meadows Ten Plagues the Card Game Roll and Rails SPONSOR UPDATE (26:10) Destinies: Myth and Folklore NEW RELEASES (28:05) Carcassonne Big Box 2022 by Klaus-Jurgen Wrede and Z-Man Games Sidereal Confluence Bifurcation expansion by TauCeti Deichmann and WizKids Smash Up 10th Anniversary Box by Paul Peterson and AEG Solforge Fusion Booster Kit from Richard Garfield and Justin Gary, published by Stone Blade Entertainment Evergreen by Hjalmar Hach and Horrible Games Vagrantsong designed by Kyle Rowan, Justin Gibbs, and Matt Carter, published by Wyrd Miniatures Block and Key by David Van Drunen and Inside Up Games Get on Board: New York and London from Saashi and Saashi Ultimate Railroads from designers Helmut Ohley and Leonhard Lonny Orgler, published by Z-Man Games Sobek: 2 Players from Bruno Cathala and Sebastien Pauchon, published by Pandasaurus Games Tusk! Surviving the Ice Age from designers Sean Goodison and Mike Haught, published by Gale Force 9 CONNECT: Follow our Twitter newsfeed: twitter.com/dicetowernow Dig in with Corey at DiceTowerDish.com. Have a look-see at Barry's wares at BrightBearLaser.com.
On this episode of the world famous Sofa King Podcast, we get our nerd on and talk about Magic: The Gathering. Magic was the brainchild of Richard Garfield, and he published it through the little known gaming company called Wizards of the Coast. His concept was a card game that was cheap to make and was infinitely expandable. So, unlike other games, you didn't just buy one copy and call it a day, but collected it and always had a thirst for more. In the past 30 years, this indie game has become a juggernaut with millions of players and billions in revenue. It may be the most fun game on the market, so if you want to learn how it works, hear about its history, or just listen to us nerd out for a bit, this is the one for you! Visit Our Sources: https://en.wikipedia.org/wiki/Magic:_The_Gathering https://www.newyorker.com/culture/culture-desk/the-twenty-five-year-journey-of-magic-the-gathering https://www.thegamer.com/magic-gathering-history-facts/ https://en.wikipedia.org/wiki/Multiverse_(Magic:_The_Gathering) https://www.vice.com/en/article/z3b4n9/magic-the-gathering-professional-earnings https://www.youtube.com/watch?v=h_jvMTCSHoY
[[ Formally titled The Booster Pack Podcast ]]On this very first episode of the newly retitled "BOOSTER PACK THROWBACK", Rands chats to one of the most influential figures in tabletop gaming—Peter Adkison!Peter founded Wizards of the Coast & suggested that Magic: The Gathering designer Richard Garfield try creating a simple, portable card game. This one suggestion changed not only the course of his life but the lives of millions of others.Kick back & join Peter and Rands for this enlightening discussion about one of the most revolutionary games ever: Magic: The Gathering. Then, listen along as Peter shares more memories about releasing the Pokemon Trading Card Game into the western world.Find Peter viahttps://www.facebook.com/peter.adkison/Find Gen Con TV viahttps://www.twitch.tv/gencontvVideo version of this podcast:https://youtu.be/5bwUtdJlERMFind Rands:https://www.facebook.com/CCGhistoryhttps://twitter.com/CCGHistory__TBPN_____________________________________________Let us know feedback, topic suggestions or games you'd like to hear about via email or any of our social media (DMs are also open to anyone)Find The Booster Pack Network viahttps://www.theboosterpacknetwork.com/or on Socials:Twitter — https://twitter.com/TBPNcontentFacebook — https://www.facebook.com/TBPNcontent/Insta — https://www.instagram.com/tbpncontent/Discord — https://discord.gg/F6upsYdYkf_____________________________________________________~SPONSOR~:https://www.categoryonegames.com/(find classic CCG & TCG cards at Category One Games!!!)
Featuring: Ammosart, Ashgar, Belghast, Kodra, Tamrielo, and Thalen We start with a topic we did not get to last week and talk about the modern Digimon Card game. From there we talk about Fallout 76 and Thalen beginning the game, along with the various improvements that have happened over the years. We talk very briefly and very spoiler free about how good She-Hulk was. Kodra talks a bit about Taiji and its more approachable and less pretentious version of The Witness. Bel talks a bit about the Torchlight Infinite Open Beta and how you can actually use keybinds now. Ash talks about the card game roguelike Roguebook, and while Richard Garfield was involved it is nothing like Magic. Tam talks about how good the Leagues of Votann are and then dives into a topic about finding his white whale and how dumb limited availability items are. Topics Discussed Digimon Card Game Fallout 76 She-Hulk was Phenomenal Taiji Torchlight Infinite is Playable Roguebook Squats are Back Limited-Availability is Dumb
Featuring: Ammosart, Ashgar, Belghast, Kodra, Tamrielo, and Thalen Hey Folks! We were expecting to be down both a Grace and a Tam but at the very last minute, Tam was available. We talked a bit about the new Return to Monkey Island game and how it is educating us on important anchor facts. From there we talk about one of the longest-to-deliver Kickstarter called Two Guys Spaceventure, which styles itself as a new Space Quest game but largely fails at delivering. From there we talk about the card games of Richard Garfield and what his initial design intent was versus how the games actually play. From there we talk a bit about Star Ocean: The Divine Force which has released a demo this week. We talked a bit about the announcement of the 4000 Series Nvidia cards and the 70% price increase that comes with them. We talked about how Twitch seems to be eating itself and the onslaught of folks shifting to YouTube after changes in revenue splits. Finally, Bel talks about getting a Steam Deck and how he has already caused his device to get into a boot loop. We talk a bit about how the hardware works so well for being a completely hands-off console for Tam but also allowing Bel to tinker endlessly with his setup. Topics Discussed Return to Monkey Island Two Guys Spaceventure As Garfield Intended Pokemon Magic the Gathering Richard Garfield's Intent Star Ocean: The Divine Force Demo Nvidia Price Hike Don't buy a 4000 Series Card AMD Price Drops Twitch Eats Itself The migration to YouTube Bricking the Steam Deck Bel gets a Deck and Fiddles with it Logitech G Cloud doesn't make sense
This week James & Jason are reflecting on the current Cost of Living Crisis and how it could or indeed WILL affect the table top gaming hobby as a whole. from personal collections & spending habits, to FLGS all the way up the chain to distribution and even game design is set to be affected. Paul is also back bringing you all the latest gaming news, gossip and crowdfunding campaigns we think you need to know about including:King of Monster Island by Richard Garfield & iello GamesThe Fox Experiment by Elizabeth Hargrave & Pandasaurus GamesStonemaierAEGPandasaurusArk Nova: Aquarius by Mathias WiggeEvil Bunny – A Ruthless Card Game by David ThomasLoot Dispute by Jeffrey D. Allers & Gold Seal GamesAge of Inventors by Aiollus, Iskios, VantoN & Meeple Pug--------------------------------------------------------------------------------------------------------------------Support The Meeple Minded.while it is true we do not have any form of direct support from the listeners we do NOW have a small affiliation link with our Friendly Local Game Store "The Comic Shop" in Crawley, UK.if you purchase any products through the link below a small percentage of your purchase is given to the meeple minded to purchase more games for review :) SO you will be supporting a FLGS & helping us buy all the brand new games to review on the podcast.thecomicshop.co.uk/meepleminded--------------------------------------------------------------------------------------------------------------------Find our audio Podcast on all good podcast platforms or find the links on our host site . https://meepleminded.buzzsprout.com/You can join the ever growing Meeple Minded communityhttps://www.facebook.com/MeepleMindedMediahttps://discord.gg/HtgzKDABhttps://twitter.com/MeepleMindedhttps://www.instagram.com/meepleminded/Please also Like, Share & Subscribe here on Youtubehttps://www.youtube.com/channel/UCInqK3k50OVrutTCodvw3FA--------------------------------------------------------------------------------------------------------------------Thank you all so much for choosing to listen to our humble down to earth Table top gaming podcast. If you do like what you hear, please do subscribe as we will be uploading a new show every Tuesday @ 7am GMT, ready for that commute into work, or gym session :)Dungeonmancy: D&D PodcastWe love playing D&D and we'd love to share our story with you.Listen on: Apple Podcasts SpotifyThe Gaming BlenderHave you ever wanted to design your own video game?Listen on: Apple Podcasts Spotify
This week, we're looking at the ten best games from designer, Richard Garfield, he of Magic: the Gathering fame.First up is our question of the week: What are the most important elements of a game day to set the ambiance? (e.g. music, food, lighting)Acquisition Disorders: Keyforge: Winds of Exchange, Lying PiratesAt the Table Reviews: Scooby Doo: The Board GameIf you haven't yet, be sure to connect with us on Facebook (www.facebook.com/boardgamersanonymous), Twitter (http://twitter.com/bgapodcast), and our website (www.www.boardgamersanonymous.com). You can support the show as well by donating on Patreon (www.patreon.com/bga) or using our Amazon affiliate link.
On this episode, Maria regales you with the history of Magic the Gathering! Find out how exactly the game got its start, what was so cool about early playtesting, and what key element came to Richard Garfield in a "Eureka!" moment on an Oregon mountainside. PLUS: Meghan finds some of the...stranger...music hits of 1991. It's a super interesting history lesson with details you definitely will hear here for the first time! Become a GLH5 Patron Today! Listen to Weekly Magic News with The Upkeep Buy Some Sweet GLHF Merch Check out our Board Games YouTube Channel Look! It's our Magic YouTube Channel Follow us on Twitter Peep Our Insta Be our Facebook Friend Watch us play on Twitch Everything GLHF is on our Website Get the Best MTG Gear with UltraPRO Visit our sponsor Card Kingdom
This is Dice Tower Now for the week of June 13, 2022. This week, CMoN flips some zombies, Vienna and Cuzco are tossed into the point salad, and little Asmodee's parents make a Savvy move. TOP STORIES (3:05) Saudi national fund invests $1B in Asmodee parent company Devir and Schmidt Spiel enter publication agreement Flip and write Zombicide: Gear Up coming from CMoN Cancelled Kickstarter Rift Knights being redone as Knight Fall by Red Raven Games Targi Bonus Box coming from KOSMOS New version of Hive Mind by Richard Garfield coming from Calliope Gloomhaven fan expansion Crimson Scales to be printed non-profit UNO Star Wars announced by Mattel Floodgate Games releasing cooperative sand timer title Kites Red Cathedral: Contractors detailed and dated by Devir New expansion to Disney's Sorcerers Arena - Thrills and Chills Stefan Feld City Collection games 5 and 6 announced by Queen Games Racing game Gemini Gauntlet coming from Lynnvander Studios CROWDFUNDING (15:15) Bananya by Japanime Games and designer Chelsea Schwartz Hacktivity from Stéphane Vachon and publisher Acolyte Cooperative Board Games Keydoms Dragons from designer Richard Breese and R&D Games The Gig by designers Jamie Gray, Dann May, Robb Smigielski, and Lewis Shaw Unmatched Storage System from Restoration Games SPONSOR UPDATE (22:10) Destinies wins UK Games Expo Award THE HOTNESS (24:20) Wonderland's War, from Druid City Games and designers Tim Eisner, Ben Eisner, and Ian Moss Arcs by Cole Wehle and Leder Games Carnegie by Carson City designer Xavier Georges and Quined Games Space Station Phoenix by Gabriel Cohn Star Wars: Outer Rim Unfinished Business Castles of Burgundy by Ravensburger and Stefan Feld My Father's Work by T. C. Petty III Terra Nova by Capstone Games Ark Nova by Mathias Wigge and Capstone Games War of the Ring: The Card Game from Ares Games CONNECT: Follow our Twitter newsfeed: twitter.com/dicetowernow Dig in with Corey at DiceTowerDish.com. Have a look-see at Barry's wares at BrightBearLaser.com.
Our friends at WAX Studios have released their first web3 play-to-earn game Blockchain Brawlers™, the rowdiest #PlayToEarn game in the #metaverse. Join Joel and Zach “The Crusher” Comm with Michael Rubinelli, Chief Gaming Officer, to discuss the Blockchain Brawlers game. Collect your brawler NFTs, bring them into the ring, brawl and earn $BRWL, the game's native token. All of the characters featured in the collection have their own backstory. WAX Studios has partnered with Richard Garfield, the designer behind popular ‘Magic: The Gathering' digital collectible card game for a player-versus-player (PvP) gaming experience within the “Brawlerverse”. Learn more at: www.bcbrawlers.com Full show notes: nifty.show/167 SUBSCRIBE, RATE, & REVIEW: iTunes: http://badco.in/itunes Spotify: http://badco.in/spotify Stitcher: http://badco.in/stitcher Google Play: http://badco.in/play Soundcloud: http://badco.in/soundcloud YouTube: http://badco.in/youtube FOLLOW US ON SOCIAL MEDIA: Twitter: @BadCrypto - @TheNiftyShow - @JoelComm - @TeeDubya Facebook: /BadCrypto - /JoelComm - /teedubyaw LinkedIn: /in/joelcomm - /in/teedubya Instagram: @BadCryptoPodcast DISCLAIMER: Do your own due diligence and research. Neither Joel Comm, Zach Comm nor Travis Wright are FINANCIAL ADVISORS. We are sharing our journey with you as we learn more about this crazy little thing called cryptocurrency. We make NO RECOMMENDATIONS. Don't take anything we say as gospel. Do not come to our homes with pitchforks because you lost money by listening to us. We only share with you what we are learning and what we are investing it. We will never "pump or dump" any cryptocurrencies. Take what we say with a grain of salt. You must research this stuff on your own! Just know that we will always strive for RADICAL TRANSPARENCY with any show associations. See omnystudio.com/listener for privacy information.
Tony McRee of Rolling Dice and Taking Names blasts us into a new episode of The Secret Cabal Gaming Podcast! Today the gang talks about some of the games they've been playing including Oltree, Dune Imperium, Merchants of the Dark Road, DinoGenics, Dice Throne, Camel Up and Last Light. Then Don, Steve and Jamie throw down a review of Richard Garfield's The Hunger from Renegade Games. Tony T, as always, wows the audience with this vast knowledge of all things gaming industry in his award-winning news segment. And finally, the Founders dive into a discussion about what games they would like to see in the BoardGameGeek top 100 ranking. The Hunger Overview 00:48:13, The Hunger World Review 00:51:17, News with Tony T 01:16:08, Games We Would Add to the BGG Top 100 02:17:33
Into the Nexus is back and talking ladder! Former Heroes Balance Designer AZJackson was on Twitter this week talking about a recent article posted by Magic the Gathering creator Richard Garfield. The challenges of game design and letting things like MMR handle your players for you. We also briefly check on World of Warcraft's new expansion leaks before taking emails.
Let us not, as the saying goes, hold the perfect in opposition to the good. We here at SVWAG always encourage the lowering of standards, which the hosts tend to do by their very presences--dragging down the average of any group of which they are a part. We offer but a portion of an episode, but let us be optimists and observe that that allows us to be less wrong.01:34 AYURIS: Versailles 1919 (Geoff Engelstein & Mark Herman, GMT Games, 2020)Games Played Last Week:05:42 -Creature Comforts (Roberta Taylor, Kids Table BG, 2022)10:18 -IKI (Koota Yamada, Sorry We Are French, 2015)14:24 -The Red Cathedral (Israel Cendrero & Sheila Santos, Devir Games, 2020)18:45 -Switch & Signal (David Thompson, KOSMOS, 2020)22:55 -Core Worlds (Andrew Parks, Stronghold, 2011)26:08 -SCOUT (Kei Kajino, Oink Games, 2019)28:50 -Dinosaur Island: Rawr 'n Write (Brian Lewis, David McGregor, & Marissa Misura, Pandasaurus Games, 2021)31:16 -Just One (Ludovic Roudy & Bruno Sautter, Repos Production, 2018)33:30 -Brass: Birmingham (Gavan Brown, Matt Tolman, & Martin Wallace, Roxley, 2018)36:40 -Uprising: Curse of the Last Emperor (Cornelius Cremin, Pawel Mazur, & Dirk Sommer, Nemesis.Games, 2021)38:33 -Clinic Deluxe Edition (Alban Viard, AVStudioGames, 2019)News (and why it doesn't matter):40:43 Pathways: Canadian dexterity game on Kickstarter41:25 Come see Warmboy's website sowronggames.com! Merch, esoteric information, streaming and more!43:22 ONUS! Traianus on Kickstarter: 2D miniatures-esque gaming.44:16 Sidereal Confluence: Bifurcation expansion44:50 Air, Land & Sea: Spies, Lies & Supplies expandalone45:20 Crescent Moon by Steven Mathers and Osprey Games46:44 Richard Garfield rolls, writes with Dungeons, Dice & Danger47:07 Reiner Knizia's follow-up to My City: My Island47:43 Simpler Lacerda? Bot Factory48:07 A BGG Top 100 without Reiner Knizia (and Tigris & Euphrates)?51:39 SVWAG Presents Masterpiece Theatre: Clue