Sunday, September 28, 2014

PnP Games: Magic Spell Deconstructed

This week I played a game called "Magic Spell." As the player, you are a student of magic trying to beat your friends in a competition of who can finish their homework first. Based of the game's rules, it can seem pretty intimidating until you begin playing the game. After that, the game seems much simpler to play other than an issue or two. I'm am now going to deconstruct this game, Magic Spell.




Goal of the game
 The goal of the game is pretty basic; you just need to be the first one to score 9 points.

Core Mechanic
 The Core Mechanic of the game is that of your actions and how you will use your turns to outwit and beat your opponents.

Space of the game
 The space of the game is continuous, being that the game can be played on any hard surface, there are not specified locations in which to put the components of the game.

Objects, Attributes, States
The objects of the game are: the spells and the ingredients. 

Some of the Attributes include: some ingredients can be substituted; these are called Philosopher’s stones. Each spell also has it’s own attribute, they all have different effects and conditions to use them.

The Spells of the game are in one of two states: they are either complete or partially woven. When a spell is completed, it can they be used on the player’s turn, however if it is only partial, then it does nothing.

Operative Actions
  • 1)   Weave 
  • 2)   Cast 
  • 3)   Scrounge 
  • 4)   Research
  • 5)   Rest



Resultant Actions
  • 1)   Make trades with other players
  • 2)   Gaining addition spirit
  • 3)   Concealing your ingredients and spells
  • 4)   Cleanup
  • 5)   And the many other spell effects

Rules
 Though it appears as though all the rules of the game are clearly explained, they lack something. On a variety of spells, there is usually a condition that requires “tokens,” but the rules fail to ever bring this up.

Skills
 This game focuses on Mental and Social skills. When it is your turn, you decide what type of action you would like to do for your turn, as such you need to be able to choose the best strategy that will allow you to achieve nine credits first. Memory also comes into play should an opponent discard an ingredient into the laboratory. When it is not your turn, you are free to converse with the fellow players and make trades with each other.

Chance
 The most chance there is in this game is that of drawing spells, and picking up ingredients. Otherwise, the game is primarily focused on mental skills.  

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