Making Magic

Making Magic the Gathering Nekrataal
Su Making Magic Mark Rosewater ci spiega gli aspetti salienti di 30 anni di game design per Magic the Gathering.

Parte 1: Designing for Limited, Blocks, Cross-Set Design (Mirage, Ottobre 1996), Enters Effects (Visions – Febbraio 1997), Telling a Story Through Art and Mechanics (Weatherlight – Giugno 1997), Worldbuilding (Tempest – Ottobre 1997), Frame Design as a Mechanical Component (Unglued – Agosto 1998), Consolidated Rules (Sixth Edition – Aprile 1999), Digital Magic (Magic: The Gathering Online – Giugno 2002), Typal Themes (Onslaught – Ottobre, 2002)

Parte 2: Two-Color Balance, Factions, Hybrid Mana (Ravnica: City of Guilds – Ottobre 2005), The Great Designer Search (Settembre 2006), Bonus Sheets (Time Spiral – Ottobre 2006), New Card Types (Future Sight – Maggio 2007), Mythic Rare (Shards of Alara – Ottobre 2008), New World Order (Zendikar – Ottobre 2009), Commander (Magic: The Gathering—Commander – Giugno 2011), Draft Archetypes (Innistrad – Settembre 2011)

Parte 3: Double-Faced Cards (Innistrad – Settembre 2011), Gold Signposts (Theros – Settembre 2013), Exploratory Design (Khans of Tarkir – Settembre 2014), Disciplined Subgroups (Council of Colors – Agosto 2015), Vision, Set, and Play Design, Collation as a Design Component, Batching (Dominaria – Aprile 2018), Creation of Producers (Ottobre 2018), Project Booster Fun, Collector Boosters, and Secret Lair (Throne of Eldraine – Ottobre 2019), Universes Beyond (Secret Lair x The Walking Dead – Ottobre 2020)

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