Many games, especially board games, include a memorisation element. Which cards have been played, how many meeples went into a tower or even the current score are vital pieces of information which we are often forced to memorise. It’s a tedious task that contributes little but remains present in a large number of games.
When I first tried Dungeon Master, I was immediately struck by how good the opening was. The very first scenes form a subtle tutorial that not only teaches its players but also immerses them into the game world. It’s a fantastic example of how player engagement is a superior learning tool to mere exposition and also more fun. Let’s have a look.
Goblin Recruiter is not as well-known as other broken cards of Magic: The Gathering. It’s an old card, banned for longer than it has ever been legal. It seems quaint compared to the rest of the Legacy banlist. So why is it banned?
JRPGs were my favourite genre when I was a teen. I loved them all, from Chrono Trigger to Final Fantasy to more obscure series such as Shadow Hearts or Shin Megami Tensei. For a while, they were all I would play. To me, they were synonymous with gaming, a pillar of the medium.
Until one day, I stopped liking them. And never did again.
Since Magic: The Gathering‘s release in 1993 there have been hundreds of customizable card games. Covering different ideas, mechanics and themes the genre has gone far beyond its humble origins and grown increasingly diverse.
And I think one of the most interesting examples of this growth is the way different games handle card draw. Let’s give them a look.