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Plaintext
Episode: 3141
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Title: HPR3141: Lessons learnt from Magic the Gathering game design
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr3141/hpr3141.mp3
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Transcribed: 2025-10-24 17:43:34
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---
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This is Hacker Public Radio episode 3,141 for Monday 17 August 2020.
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Today's show is entitled, Lessons Learned from Magic the Gathering Game Design, and is
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part of the series' tabletop gaming, it is hosted by Klaatu, and is about 38 minutes long,
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carries a clean flag. The summary is Lessons Learned from Magic the Gathering Game Design.
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This episode of HPR is brought to you by An Honesthost.com. Get 15% discount on all shared hosting
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with the offer code HPR15, that's HPR15. Better web hosting that's honest and fair at An Honesthost.com.
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You're listening to Hacker Public Radio. My name is Klaatu. This episode's about game design.
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This is a hobby, I guess, of mine, officially. I guess I'll call it a hobby, which is to just kind of
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think about how games are designed, which I've been doing publicly on HPR for a while. You can kind
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of go back into the archives and uncover thoughts on games that I've had recently, and I've been
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meaning to do more, actually, but I guess this one counts as one in a way. And what I want to talk
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about today really are some game design experiments, or some thought experiments, really,
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about rules and how they can be applied to different processes in maybe some unexpected ways.
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So this was all, it all started when I was shuffling a deck of Magic the Gathering cards,
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kind of thinking about, I shouldn't say shuffling, I mean, you know, kind of flipping through
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a deck of Magic the Gathering cards, and thinking about how many, how each card was its own rule.
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People kind of say that Magic the Gathering is a very complex game with too many rules,
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or they say that it's a simple game, but it just happens to be really, really difficult to master.
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And, you know, I have lots of thoughts on that as well. I've looked at the design document
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for Magic the Gathering. It's really, really long, so saying that it's a simple game that's
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difficult to master, I think, is probably not super accurate, not just my opinion, and there's
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different ways to look at that. But the thing that stands out to me about Magic the Gathering
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is that the core mechanic, which is you pay mana, or, you know, some value of an imaginary currency,
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to send your cards that you have in a deck into battle. That's the core mechanic. If you really
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think about Magic the Gathering, I don't know if that's what the Magic, if that's what Magic the
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Gathering designers would say, is the core mechanic. That's what I'm going to say it is, though,
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because that really is, that's the thing that remains consistent throughout every game no matter
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what you play. I mean, every game of Magic the Gathering, no matter what kind of deck you bring
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to the table. The thing is, each card offers a new opportunity for you to be surprised by some
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new rule that you didn't know was going to be in play before you drew that card. Every time you
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draw a new card from your Magic the Gathering deck, you don't know if it's going to be just a thing
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that is, you know, a bear that's got two power and two toughness, or whether it's going to be something
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with the flying quality, so that such that the creature is now out of reach of other creatures
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on the battlefield, or is it going to be something that literally makes it impossible for you to lose?
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There's constant oscillation between playing by the rules that you know, and legally breaking
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a rule, or many rules, with every deck you play. And then on top of that, there are new ways to
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break rules, or new rules, if you prefer that, to look at it that way, with every new set of
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Magic cards released each year, or multiple times a year. I don't know how often these things come
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out because I don't actually buy them. So that idea to me kind of was intriguing, and I thought,
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well, I wonder what other mechanics from Magic the Gathering, that one included, but I wonder
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what kind of mechanics and what we can learn from Magic the Gathering mechanics, what can we learn
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about game design from sort of really, really thinking about, or thinking about game design from
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a Magic the Gathering perspective. So for instance, what if the Magic the Gathering team,
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Mark Rosewater and his team, what if they had designed, let's say, Blackjack? Blackjack played
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with a simple, a normal deck of cards, the game ostensibly is quite simple, and it's a good one.
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It's a very flexible game. I happened to actually quite be quite fond of Blackjack. I think it's
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I think in terms of simple games, I think it's quite nice, but it's also flexible. I guess it
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doesn't have a whole lot to do with strategy, but I guess there is some. So the goal of Blackjack,
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if you've never played it, is to get a hand of cards that is the closest to 21 without exceeding
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21, and that is possible. So if it's a single player game, then you can just draw from the deck. You
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say, okay, well, I just got a six of hearts. Okay, so that's six. I just got a four of diamonds,
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so that's 10. I've got an ace here, which I guess is a one. I don't really know. So let's call that
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11, another ace. So that's 12, and so probably, probably draw. Yep, nine of clubs or clovers,
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whatever those things are, and it's 21, exactly 21. So I won. That's pretty phenomenal. Actually,
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that's really weird that that was a random card. I mean, that literally just happened.
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Like I was literally drawing cards, expecting not to get exactly 21. That's not usually how Blackjack
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goes. The point being though is once you get to a certain point, like I'm drawing again now,
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seven and eight brings me up to 15. So that's a little bit a little bit dangerous, right? I could,
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I could maybe say, well, that's really close to 20. It's pretty close to 21. If I draw too high on
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the next one, I will, I will be out. Now I'm shoving the deck trying to, or kind of rummaging
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through this deck, trying to find something that'll actually push me over the edge here. Yeah,
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so there's an eight. So that would have sent me over the edge, which would mean that I lost.
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Now, if I had said, okay, well, that's my hand, and I'm sticking with it. Seven and eight for a 15,
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and I won't go any, any farther than that. Then I draw that top card from the deck, and it's an eight.
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So I know in my head as a single player that I've won, because I didn't draw that,
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I didn't take that top card. I held before taking that top card. It's a two player, obviously.
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It's just the same game, except when you're, it's the person who gets closest to 21 without
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going over. So it's sort of a chicken run, really. It's player versus player to see who's
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more daring than the other, and who's going to hold first, or who's going to go over 21 and lose.
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So it's a simple, really, really nice, simple little game that is a lot more popular than it
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probably deserves to be. I mean, this is obviously a game that is played in Vegas with lots of money
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on the table, and it's kind of crazy that such a simple, such a simple little game like that
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is enduring and very popular. But what if the Magic the Gathering team had come up with
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Lackjack? How might they have designed it instead? Well, we know that in Magic, we have lots of
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different card types, right? We've got creatures and artifacts and spells and enchantments and
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instance and so on. With playing cards, we don't have that amount of flavor, I guess. But we do
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naturally have a certain variety of cards here. We've got diamonds, we've got clubs and spades,
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and what's the other one? That other one that I can't remember right now. Oh, hearts, hearts,
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hearts. So we've got, we do have sort of different categories, and then obviously we also inherently
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have two colors. We've got black and red. So we do have an overlay. We have categories and sort of,
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I don't know, categories and type or type and categories or whatever. And what that gives us is
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a little bit of flexibility because and instability for the players, right? Because now a hand that
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got, for instance, what did I get last time? Seven of six, four, ace, ace, and a nine is no longer
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just a six, four, ace, ace, and nine. Now it's a six of hearts, red, a four, red, an ace, black,
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an ace, red, and a nine, black. So that's now that's more significant possibly. It gives us a
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little bit of flexibility. So as a first pass, the idea that I had was, well, first of all,
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the close, the proximity to 21, going over 21, ending the game, that seems a little bit harsh to
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me. So I thought, well, aside from the completely random success that I had while drawing cards
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recording this show and hitting 21 exactly, I think the likelihood of hitting 21 exactly is
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generally pretty rare. So what we could do is make the absolute win condition be 21. If you go over
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21, you lose your cards. You have to put them all away or something. You discard all the cards in
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your hand. That's frustrating. But you're still in the game and that's significant because nobody
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likes to be ejected from a game, especially if they haven't won. If there's no winner, you know,
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if there's a winner, then everyone else should be losers or if there's a loser, then someone else
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should be the winner. It shouldn't be one of those situations where, oh, you lose, you've lost
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your game and now you don't get to play anymore. And that's kind of the model that,
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well, you know, a lot of those old family board games took. It's one of those things where
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you lose and then you just don't get to play anymore. You have to go into the kitchen and do dishes
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while everyone else finishes up the game. That's never any fun. So we'll try to avoid that. So
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the win condition is get exactly 21 in your hand at some point during the game.
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Lose condition is someone else got exactly 21 in their hand during the course of the game. That's
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it. The frustration is that if you go over 21, then you lose the cards in front of you. You have
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to discard them there out of play. A tiebreaker should that somehow happen. I don't think that
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should be possible, but I'm kind of spitballing here. Tiebreaker would be how close to 21 you
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reach upon, well, yeah, sure, like if you run out of cards, right? Because this is a, this is
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now a longer game. So if you run out of cards, then you're going to have to figure out, well,
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okay, who won? Or just shuffle the deck and keep playing, I guess. But let's assume that if you've
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gone through a whole deck, then everyone's going to be tired of playing by then. And the person
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closest to 21 will win. So the idea with all the, with the, with the uniqueness of these cards
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is that we can, we can assign certain attributes to the different kinds of cards. So for instance,
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should you draw a club? Then maybe you could, I don't know, take one card from your hand and add it
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to your to your opponent's hand or to one opponent's hand if it's a multiplayer game. So not just a
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one on one game. So you can take any card. If you draw a club from the draw deck, that means you
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can look at your hand and remove one from it and give it to your opponent, which could of course
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push them over the edge, right? It could push them over 21. They'd lose their hand, bang, they're
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starting from zero again. How frustrating would that be? Let's say you draw a heart. Maybe the,
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the magic spell for the heart could be that you swap any number of heart cards in your hand
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with an equal number of heart cards in one of your opponents hand. If you draw a spade, you could
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sacrifice, because spades are like swords, right? In the tarot tradition. So you could sacrifice,
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and by sacrifice, I mean, move it to the bottom of the draw deck. The card that you just drew
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to move one card. So if you, if you do that, then you can move one card from one of your opponents
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hand to the bottom of the draw deck. So it's give one, or yeah, sacrifice one to take one out.
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And so on, right? So you could, you could do that for each, each suit of, of cards and shuffle your
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deck. And now there's, there are these new rules that are only going to apply when you draw the card.
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When you draw the card, then you have, you have that opportunity to expend the spell that's
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associated with that card. And, and then it becomes a mundane card, and it just sits in your hand.
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And that's how that works. And you could play that game. Now, as I do it right now, sort of,
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as I'm recording this, I'm realizing the two problems. One problem is that this isn't single
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player friendly. This, this wouldn't really, the benefits that I've thought of more or less
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all depend on a multiplayer game. A lot of these benefits are meaningless. And if you don't have
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anything to trade or to remove or, or whatever. So, or the strategy doesn't work. So that's one
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problem. The other problem is that there are things that don't have suits, namely the Joker. They'll
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use the, this, this Joker card that I just on the bicycle on a bicycle standard bicycle deck.
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He doesn't have a suit. And the, and I guess the, the face cards are kind of, kind of being ignored
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under my current rule. And so is the ace, really. That, that kind of, that seems like an obvious
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one that could be, could be given something special. So a slight revision here will be that there
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will be nine different effects. Diamond's clubs, Heart Spades, Queen King Jack, Joker Ace. And some
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of those obviously will be a little bit more precious than others. So the, the ace for instance,
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or not, not the ace, sorry, the Joker. There are only two of those. And even then, I mean, there are
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only only two queens and two kings, I think, or they're, no, they're, they're four. What am I talking
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about? Four queens, four kings, four jacks. But I mean, that's, that's different, certainly than
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on any heart on any diamond on any club. And since face cards have both the suit and their face,
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we could say that the player gets to choose between which, you know, between the two spells that they,
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cast when drawing this card. And we could introduce completely new mechanics as well. For instance,
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let's say someone draws a diamond, any diamond other than the face diamond. Well, including the
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face diamond, but that, that would, that'll complicate things, because they might not choose
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this particular one. So diamond, you get to tap, that is to turn a card horizontal into landscape
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mode instead of portrait mode in your hand. Tap a card, or you untap, you, you get the choice.
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A tapped card doesn't count toward your total. So if you draw a diamond from the draw deck,
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then you have the option to look at your hand and tap a card such that it no longer counts
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towards your, uh, am I over 21 count? To untap that again, you need another diamond card. Now,
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I don't know how realistic that'll be. That might be too precious, you know, as people might not
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ever want to tap a card because they know that the chances of them getting another diamond to
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untap it is just too, too precious. Who knows? I haven't played, played tested this. I'm just kind
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of making it up as a thought experiment. So clubs, let's say that we draw a club, you can take one
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card from your hand and put it into your opponent's hand. That's pretty straightforward, I think.
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We probably need to define trigger conditions, but we'll just skip over that for now. Hearts,
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uh, we already said that. We said that hearts would swap. You could swap a heart for a heart
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between hands, uh, I think, right? Yeah, you can swap any number of heart cards to equal
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numbers of heart cards. Spades, you can sacrifice one of your cards in order to force an
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opponent to sacrifice one of their cards, uh, queens. Let's make this a little bit memorable,
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and we'll use the, uh, classic queen phrase off with their head. Uh, we'll say that if a queen is
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drawn, then you can force someone to discard. Rather, you can, um, discard a card from your own hand.
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Let's do it that way. So that removes it from play. You put it in the discard pile. The king, uh,
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we'll do the opposite. Uh, that will force your, you can force your opponent to discard one of
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their cards. The jack will say you can swap all cards matching the card that you, the color of
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that card that you've just drawn with the same color of cards in your opponent's hands. So if you draw
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a red jack, then you can swap, um, your, you can swap all of your red cards in your hand with the
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red cards of your opponent. That might be Tunish. Maybe it'll be more like you can take any red card
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from their hand. Who knows? But something will like that, right? Something to enable, play off that
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color, um, because we haven't really used the color for anything significant yet and, and do
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something with sort of stealing, um, for no good reasons. Just why not? Uh, and then Joker,
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look at the top, some number of cards on your draw deck and, uh, place the cards anywhere back
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on the draw deck in any order. And the number of cards that you're able to look at is whatever
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number of cards there are, uh, whatever number of players there are in the game. So if you've got
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four people playing, you can look at the four cards on top, reorder them in any way. You please
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and then place them back on the top. And we should, there should probably be some function in there
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where someone can somehow get around that, um, but I can't think of one right now. I mean,
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that could be the function of the ace. You know, if anyone has, if, if someone draws or, well,
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no, because the trigger condition is that you're drawing, um, we could expand the trigger condition so
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that it's not only when you draw, it's when you take a card into your hand. When you, when you are
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adding a card into your hand, the spell can, can go off. Uh, it doesn't go off if you're giving a
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card to someone or if you're discarding a card, but if you are taking a card from some place,
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whether it's the draw deck or an opponent's hand, then that spell triggers. That could be good.
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That could work. Uh, and then the ace maybe could be something either having to do with, I don't know,
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drawing from anywhere in the deck or something. That could work or it could be, uh, having something
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to do with really screwing over your opponent by, you know, adding value to their card. So maybe,
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um, we could just use counters like a D6, a, a, excited die or something, and you can add a counter to
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one of your opponent's hands. So you're, you're giving them points where, um, you know, to, in some number,
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I mean, obviously, it would have to be controlled, right? Maybe the number of aces you have in your
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hand already. That's your max, um, because obviously if, if you could just give someone any number of
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points, you would always give them six in hopes of pushing them over the, the 21 edge, but, um,
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yeah, so it would be limited by something, maybe by the number of aces already in your hand. I
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don't know, or, or like I say, maybe ace could just, could simply be, uh, you know, cut the,
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cut the draw deck or, or shuffle the draw deck. Now you're not bound if someone just reordered the
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top of the cards. You're not bound by that anymore. Shuffle the draw deck, take the top, or,
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you know, and then, and then continue the game, uh, or, or, or cut the deck and draw from anywhere
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in the deck that you please and then shuffle and continue something like that. And that's,
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that's, um, that's a potential remix of Blackjack. It's not necessarily the most simple remix.
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I mean, Blackjack itself is a beautifully simple and elegant game. So this, this is definitely
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complicating it. And obviously, without any kind of clue as to which suit does what has what power,
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that's a little bit difficult to remember. And it's probably not practical. And this is exactly why,
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you know, card games don't just use poker decks all the time, or Blackjack decks, whatever these
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things are called, you know, normal playing cards, right? They have fancy, cool looking cards,
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and that's fine. With, with text on them to remind you what they do. Um, I mean, not,
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nothing to stop you from writing hints to yourself on a deck of cards so that you're, um,
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adding to the rules of, of a game, or identifying the rules of a game. But, um, that's, that's kind of
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that's an idea for Blackjack. Another idea that I had for Blackjack, which was, it's a lot more
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random is just to make a chart of effects, you know, just, I mean, some of the effects that I've
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already listed, you know, for the, for the, the different suits. But it could just be other stuff too,
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like shuffle the draw deck, swap all red cards with your opponent, or with one opponent. Um,
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take one card from, um, from your opponent, take one card from your hand and put it in the hand of
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your opponent. They, they cannot refuse, uh, send all active face cards to the draw deck,
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shuffle the draw deck, that sort of thing. Um, just make a chart, you know, and, uh, every,
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at the end of each round, I don't know, count up the, count up the, the, um, you know, the first two
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cards of, of each player's hand and, and apply the effect that that equals, or something like that,
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or, or, you know, count the, um, I count the cards in the discard pile and apply an effect,
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something like that. I don't know. Um, that was another idea that I had, and I think, I think
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there's something there too, because that idea that just random, dropping a bunch of random rules
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in the middle of a game has sometimes can have just really great effects. Um, I mean,
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it's a little bit, it's just chaotic, right? I mean, it is just saying, it's just silly,
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it's just saying, okay, now we're going to throw out all the rules for a moment,
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introduce something new that, then you won't ever have to worry about again, and, okay, now we'll
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continue to play. But I mean, games have been designed around that principle, you know, we,
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we've seen that sort of thing, um, with, uh, what is it, uh, flaming kittens and, uh, flux,
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and things like that. I mean, there's totally, and even the wild magic charts in D&D,
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there are, there's definitely a, a game mechanic for chaos monkeys to just come in,
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disrupt everything, and, and, and make the game a different game for a moment, and then everything
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resume back to normal, back as you were, and then the chaos monkey comes back in, and everything's
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disrupted, and, and so on. It's, it's, it's not a bad mechanic. Uh, it's a little bit messy sometimes,
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but, but it is not a bad mechanic. So the, um, the other game that I, I decided to, to think about,
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in terms of, okay, well, how could we make it more, more, um, maybe magical, more interesting,
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was the old, reliable, um, what is it, Parker Brothers? So I think game, um, Monopoly. Monopoly
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has been around since 1935, and, um, it happens to be about buying and selling, and mortaging,
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and auctioning real estate. Um, it's sort of a feeding frenzy game, like the, the idea is that
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everybody descends upon the game board, and just, it's just a grab. It's a grab for assets
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before anyone else can get them. You, you grab up as much as you possibly can, and then you build up
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your houses and your hotels, and you use the, the income from, from those things to, to, to get
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money from your fellow players. You're just grabbing for as much as you possibly can for the whole
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game, uh, and, and that's your motivation. You are compelled to buy as much as you possibly can,
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and, um, the game doesn't end until all but one player is bankrupt, so that kind of does go back
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to the, to the, this problem of, well, if you lose your game, then you have to sit out for the
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rest of the time and watch your friends continue to play, and that's not very fun. But, um, there are
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some modern, you know, what I would have thought were, were modern ideas in Monopoly, and, and for
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this, I actually went back and read the rules from the Monopoly, which I think famously, not many
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of us have done. I know that I hadn't until, you know, like the other day when I was thinking about
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this sort of stuff, we all think that we know how to play Monopoly, because we kind of got taught
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how to do it when you're kids, and so you just think, okay, well, that's how you play Monopoly,
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but actually, uh, surprisingly, you know, if you actually sit down and read the rules, there,
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there are a lot of sort of, um, subtleties there. So for instance, players can bid on an unwanted
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property square in this little minigame. So if you land on a square and you don't want to buy it,
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then everyone gets to bid for it in this little breakout auction round. Who's ever heard of that?
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I didn't know that. Um, that mean maybe some people did know that, but I, I, I never, I never knew that.
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Of course, there are two decks of special cards that provide random rule breaking surprises
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throughout the game. So that's kind of cool, um, that I don't know that that feels very modern to
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me, but it is something that I'm talking about, right? I mean, that's the whole idea of, hey, surprise,
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there's this new rule that has suddenly come into play, or, or if you want to think of it as,
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you know, a way to break a rule that there's now, you have now permission to break a rule temporarily
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for a moment, and then, and then everything will go back to normal. And the board itself does have a
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few potential pitfalls and misfortunes. Um, and it is the board itself is a timer in a way,
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because once a player bypasses a square, you know, you don't land on it, but you're going past it,
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then you don't get a chance to, to get that property until you, until your next round,
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in your next time around the board. So there's a little bit of randomness in there, because you just
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don't exactly know where you're going to land. Are you going to land on that property that you want?
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Are you going to land on a property that someone else already owns, and then you'll have to pay rent
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for it on, on that property? So that's, that's kind of cool. Like, that's built into the, the board.
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That's the function of the board in a way. The board is, is, it is the, the resource manager,
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or the resource to be managed, and the sort of an extra layer of randomness is providing,
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but provided by the board. Um, so that's cool. And, uh, you know, the problem I think with it is,
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aside from people being sort of ousted upon going bankrupt, is that maybe it's not very fun,
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you know, like it, it's, it's, um, it's just not that magical, really. It is supposed to be a game,
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so, um, it, it should be, it should feel a little bit more, uh, I don't know, magical for the
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lack of a better term. I mean, it's kind of on brand for this episode to say that, but, but in
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other words, it should feel more like a game and less like real life. And I think, um, whether to sell
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board games or whether to give it that extra little boost of flavor and, and feel, uh, there have been
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lately, you know, heavily themed monopoly editions. So you have, I don't know, like Harry Potter
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monopoly and Star Wars monopoly and all these other things of, it's just monopoly, but with a different,
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you know, different terminology for certain things and different little tokens that you move
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around the board so that you kind of, you're supposed to, I guess, feel like you're playing a game.
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Like, oh, this is a fun game and I'm not just moving an iron or a, um, a dog or a car or a thimble
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around the board. Isn't that fun? So yeah, I'm not a huge fan of, of monopoly, honestly, and yet,
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and yet there are elements there I realized as I was pondering all of this. There are elements
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there that are, um, a little bit magic, the gathering. I mean, if you really think about it,
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there's resource management, right? That's one of the core mechanics of magic, the gathering. You've
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got, got these, these lands, uh, and not, not property, but, you know, a land card, uh, and,
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and it's color coded, um, and you only have so much land and you know that you only have so much land
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and you can only spend so much of that, of the mana that you derive from the land, you can only
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spend so much of it per turn. So, I mean, you know, you can spend it all, but then that's all,
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that's all you've got. So you have to kind of, you have to manage that mana, uh, in relation to
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the, the creatures that you have summoned. There's color coding in, in monopoly. Uh, there's
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potential for randomness. There are cards that break the standard rules and that's, uh, a pretty
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good set of stuff to, to work with. So first of all, owning an imaginary title to an imaginary
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property is not very exciting. Um, so in, in the revision of monopoly that we'll create here, uh,
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is, and I'm just kind of going off some notes here that I, that I wrote down. I've not play tested
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this either. I'm just thought experiment. Um, so in this revised version, if you land on an
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unowned square, like an unknown property, then you can choose to purchase it as usual, uh, and what
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you do is you place a token on it, like a glass token or something, a little bead, some, some,
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not, not one of your player tokens, like something to represent ownership. So I guess a colored
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glass token that's assigned to you. Uh, and so you place something on the square to show that
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you own that square. Uh, we don't need the titles. We don't need the, the, the, the cards that,
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that normally the banker player hands out to people. You don't, we don't need that for this,
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this version because that's really boring. Nobody, nobody likes paperwork. So don't, don't hand
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me a title for this property on the board. Not, not interested. And what you will get instead
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is something that you can spend, uh, not money, but a, a, a card. So either a chance card or a
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community chest card. Those are the two cards that get placed on the monopoly board. You draw it
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from, at random, from a unified deck. So all the cards are just shuffled together. One big draw
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deck. When you get a property, you buy it and you draw a card. You add that card to your hand.
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You don't have to spend it right away. Should you land on property that you already own,
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so it's already got your glass beat on it, then you receive a new card for free. So, so these
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cards, they're, they're the currency in a way or the, they're the, um, they're the ammunition maybe
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of the game and you, that you should get them fairly regularly. When an opponent lands on a square
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that you own, you must give them one card of your choice and they must resolve the card immediately.
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Um, alternatively, you may offer them cash instead. So should they accept your cash, then you
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don't owe them a card. Uh, should they decline your cash, then you must give them a card. If you
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have no cards left, then no transaction takes place. There's no penalty or anything, but, um,
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that's, that's how that goes. So there, there's the, the randomness now is being introduced in two
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different ways. Number one is where you land, whether you land on a property that you own or a
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property that your opponent own or that no one owns and someone gets to buy it. But you also have
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this randomness of, well, am I going to give the opponent a card with some crazy effect on it or
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|
am I going to try to bribe them so that they don't take my card a little bit of uncertainty there.
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|
The game ends when one player goes bankrupt. So if anyone goes out, if anyone runs out of money,
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|
then everyone stops. That's the end of the game. Each player resolves all the cards in their hand,
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good or bad for themselves and the player with the most money win. There, there's some detail there
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that's a little bit missing. For instance, the, the color of the property doesn't really seem to matter.
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What do you do when you land on a chance or a community chess square? Do you go to jail? How do you get
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out of jail? Is that even a significant thing? Should we bother with that? Um, but the card gambling,
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the card mechanic with a little bit of gambling with these proposed bribes, I think there's something
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there. Um, the one, one major detail that's not here is how do you get more money? So I, I'm not
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quite sure what the economy of this game would look like yet. I mean, it might be enough in the
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community chess and the chance cards to generate income. Like I, I haven't looked at the game in
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ages. I don't have a copy of it. So I, I wasn't able to look at it for, for my redesign of it,
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|
which is not a great way to redesign a game. I don't think. But that was an idea that I had was just,
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um, you know, it's just sort of like re, re-structure the game so that it's about the cards instead of
|
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about the property really, uh, use the property purely for randomness and purely for, um, event,
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event triggering and, uh, do something with money. I'm not, like I say, I haven't really thought
|
|
about that part yet. Um, it could be, it could be that landing on someone else's property,
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generates income somehow, just like in the real game. I'm not really sure how in the real game,
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|
you actually make all that much money either. Like, I mean, I, I know you, you buy a property,
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|
and I guess you just keep, you keep buying property. I just don't know, like once all the money is
|
|
in the player's hands, how do, how, how is there? How do you ever get money out of the bank? That,
|
|
that's the part I don't quite know about from the game. I, I did read the rules. I just don't remember,
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|
I remember it's saying anything about where new money came from. And that's fine. It doesn't,
|
|
it doesn't really matter. The, um, the important thing here is this idea of breaking rules,
|
|
creating rules to break rules and, uh, focusing the game on or, or, or restructuring the game,
|
|
such that element of surprises happen because surprises are fun. Like they're, they're terrifying,
|
|
and they're fun. And I think that games that leverage that frequently are, well, more fun to play
|
|
than for instance, games that, uh, model themselves out of, uh, off of like real life moments. And
|
|
some people like the real life stuff because they get to strategize in ways that, that, yeah,
|
|
maybe they, um, maybe they've, they've not really thought to do before. And, and if that's fun for
|
|
some people, then that's, that's great. That's really neat. But for me, that's not very fun. So, uh,
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|
I think redesigning some of these games with, with some of the magic of the gathering mechanics,
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|
I think it's, it's, it's a lot of fun. Uh, and I encourage you to take a game if you have game.
|
|
Take a game off your shelf and, um, and try to redesign it. Like look at the assets that they gave
|
|
you and then just start throwing things at it, whether it's a, a list of wacky effects to sort of
|
|
like add on to the existing game exactly as it is, or whether it's completely redesigning the game.
|
|
I did that with a, a game called Grim Slinger, uh, which was this, uh, card game. It was a Kickstarter
|
|
project and I picked it up in, uh, a gaming store while I was traveling because I thought it might
|
|
be cool to, to bring back home with me and, and play and, uh, we played it and it was really bad.
|
|
It was like really a bad game. And so I, I sat down with it finally one night and I just, I
|
|
using like this, this thought experiment and, uh, came up with a couple of different new versions
|
|
of the game, which I mean, you know, I think to some degree you're limited by the assets that
|
|
you have, you know, like this particular game was heavy on assets. Actually, it had like a
|
|
several different kinds of cards and I just, I couldn't, it was, there were, there were such diversity
|
|
in the cards that it was difficult then to create a system like the playing, a standard playing deck
|
|
of cards. I mean, it's just got to be one of the most perfect, perfect things in the world, right?
|
|
Aside from a tarot deck, a playing deck is just, oh, perfect because it's got the, the built-in,
|
|
thing of color. You got two different colors and then you got the four suits and then you got
|
|
number values and you've got a couple of exceptions with the face cards and a couple of exceptional
|
|
exceptions with the aces and the jokers. It's just kind of, kind of the perfect game design tool.
|
|
And if you're interested in this sort of thing, I do kind of highly recommend just grabbing a playing,
|
|
card, a playing card deck because it's, it really is kind of phenomenal what you can do with it.
|
|
I mean, it does break down after a while because the, the rules aren't on the media and that can
|
|
be difficult to then remember what the rules are if you're trying to design something very complex.
|
|
But as certainly as a prototype or as something where you don't mind referencing some papers on
|
|
the side, it's a perfect, perfect tool. But yeah, I do encourage you to take a game that you don't
|
|
like or game that you do like and try to redesign it and see what happens because it is a heck of a
|
|
lot of fun. If nothing else, it's a good evening of entertainment. So give it a go. See what you
|
|
come up with and if you come up with something really interesting, record a show on it or at least
|
|
email me and tell me about it because I, I might be interested. That's everything that I have to say
|
|
about this. Hopefully this was either, I don't know, interesting or, or inspiring and thanks for
|
|
listening. I will talk to you next time. Bye-bye.
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You've been listening to Hacker Public Radio at Hacker Public Radio dot org. We are a community
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