Sunday, January 20, 2013

Magic on a Budget

One of the wildest success stories in gaming has to be Magic: the Gathering. It's a staple of gaming culture and most every tabletop gamer has an opinion about it, whether they love it or revile it. I've had an on and off relationship with Magic, having played it early in high school and then kind of rage-quiting it not long after in pursuit of other games.

The reason I quit is more out of my own stupidity than anything else. Back in the nineties you could hop into magic in one of several ways. You could buy preconstructed theme decks (which weren't very inspired back then), you could dive into random booster packs, or you could buy starter packs. Having little knowledge of just how the rarity of cards worked I assumed that everything you bought outside of preconstructed decks was totally random, including starter packs. So a friend and I bought some starters, opened them up and had a blast. Well, a few months later I had sunk a pretty significant amount of my allowance on starter packs since they gave you the highest quantity of cards for your money. The problem was that they included no rares. So when I sat down at the table with a different group of Magic players who had been buying up boosters I got hosed over and over again. I got rid of my cards and didn't play again until a couple of years ago.

A lot of gamers have an issue with products that randomly dole out content like Magic does, and understandably so. For a long time it really was a matter of who spent the most money on the game being the "best" (or at least most winningest) player. I would argue that there are so many ways to collect and play, that Magic isn't the money pit it used to be. And besides that, it has by far the greatest quality control and research and design of any card game on the market today. That may be an opinion, but seriously, if you don't believe me go and read the blogs of the R&D guys. If you can be as open and candid about the mistakes you've made in your job, it means you're doing so many other things so, so right that you've achieved professional baller status in your bosses eyes.

Ball so hard.

Recently I was able to wrangle a couple of classmates into a game of Magic on a slow workday. Both had fun, but one was really into it and has since gone on to begin his own collection. Not only that, but he's roped two more friends into it as well, and plays regularly. That makes me happy to have turned somebody on to something I have a passion for, and that he was able to spread that around too. How I was able to do this though is the point of this article.

Magic is played in a wide variety of ways. It's been around so long, and has such a wide fan base that tons of cool ways to play have been invented. One which intrigued me was the Cube. The concept behind the cube is you build booster packs out your favorite cards and draft them, exactly as if you were opening new packs of cards and drafting those (open a pack, take your first pick, pass the rest on to the next drafter, continue till no cards are left, open another). After you've drafted, you build a deck out of the cards you've kept and play with them. It's great because you use only your favorite cards from your collection and you can fine tune your cube indefinitely. The only downside is that drafting is an advanced concept, and new players will be totally lost if thrown into it. It's no way to teach the game.

So I tried to simplify it by making a stripped down pauper cube. Pauper is another mode of play wherein only common and uncommon cards are allowed for play, no rares or mythic rares, which tend to be more complicated and powerful. I made a collection of cards that where all the most simple and useful cards and grouped them by color. That way new players could just peruse the cards available and take thirteen creatures they found interesting, ten other spells which looked or sounded cool and then seventeen lands. That way players each had a forty card deck of a single color which was easy to understand and play. This is what we played that afternoon that got my buddy hooked. But still there had to be a way to make it even easier for everyone involved.

Some people still feel overwhelmed when asked to just go through a stack of cards and pick out which cards they think are cool. Some start second guessing and lock up because they aren't sure what's a good pick and what will help them win. Magic is a deep game, with so many moving parts that even in a stripped down mode like this it's still daunting. So with all that in mind, I revised my pauper cube into the form it takes now:


I decided to make modular decks. Each of the above stacks of cards contains 18 spell cards and 12 land cards, for a total of 30 cards. Each of those sets is a mono colored strategy that when combined with a second stack of cards makes you a complete 60 card deck. Now players simply look at the strategy each stack offers and simply picks two separate colored stacks that they find interesting and shuffles them into a single deck (nobody gets to pick the same color twice because it's too difficult to separate the stacks back when they are all the same color). It seems to work well and I tried to offer two completely different facets to each color so that new players really get a sense of not only what each color is about, but how diverse the strategies can be within each color and when mixed with a second color.

Some examples of the strategies in a color are the green "Rample" deck, which mana ramps with cards like Llanowar Elves and Abundant Growth until it can get the biggest, baddest creature onto the field, meanwhile tossing out buff spells to keep the enemy guessing. The flip side of green is the "Snackrifice" deck which makes use of small creatures with Deathtouch. You don't mind throwing these little guys at larger monsters because Deathtouch means they'll take them to the graveyard with them, meanwhile buffing your larger creatures who profit from a large graveyard.


The best part is that they all fit perfectly into a fat-pack box. I used card stock to make dividers between the deck components with the name of the strategy and a brief summary of what it wants to accomplish so newbies can get a quick grasp of what they should be looking out for.  I can pop this into a book bag or just about anything and have an easy way to bust open a game of magic on the fly. No reorganizing and reshuffling massive amounts of cards. Just separate by color and toss it in the box. End of story.

For those of you who are on the fence about Magic, there are several ways to hop in without busting your bank. Every new set of Magic that is released has Event Decks which are pretty badass ways of hopping into competitive play. They are a complete 60 card deck that will generally hold it's own at your local Friday Night Magic tournaments (with a bit of practice). They retail at $24.99.

If you don't have a collection of cards but are looking to do something more along the lines of what I've described in this article I strongly recommend a product to really launch you into the game at a very reasonable price. That's the Deck Builder's Toolkit, which contains 125 semi-random cards, 100 basic lands(which you will sorely need as a beginner) and a 4 booster packs of 15 cards each from some of the newest sets. This is a damn steal at $20, especially considering that most places will charge you that much for just 5 boosters. You could even buy two if you don't mind multiples of cards and you've pretty much got all the pieces of a pauper's cube.

Well, that's my two bits for Magic on a budget. Whether you love it or hate it, with a fan base as broad as this game has you are almost guaranteed to find opponents to get some mileage out of your cards.

Game Day on a Budget

After a particularly grueling semester, trying to cram a working knowledge of Maya 3D into my brain as well as adjusting to our new baby, I decided a massive game day was in order. What I wanted to do was get a group of my friends together to play a massive planetary invasion. But where to start?

I'm a huge proponent of using Legos on the gaming table. I've spent years and countless dollars assembling and painting models for all sorts of gaming systems, but in the end no matter how beautiful your collection is it can never handle the myriad potentials that will be thrown at you. You will always end up substituting a goblin for a kobold, or a horse for a dire wolf. That's fine and dandy for representing objects on a gaming table, but if you are going to use your models like token then why not just go the whole nine yards and use what are essentially modular tokens?

With that in mind I began constructing my terrain:


If you happen to be lucky enough to have a Lego store in your area I highly recommend you go in and drop a few bucks. Lego stores have a giant wall full of individual blocks that you can pick and choose from. I went crazy and spent $30 on two pint glass sized containers and was able to build every model for this game I needed (with the exception of a few pieces from a trove I found in my parents basement). If you aren't that lucky you can buy individual blocks online from Lego's website. Most individual blocks range from twenty to forty cents each.


The Lego wall in Kansas City had enough weird little pieces that I was able to do funky variations on battletech vehicles for my friends to select and pilot. The streets you see in the first picture were made on the sticker-making machine at ACME custom tees, where I work. We have a printing machine that will spit out giant sheets of full color stickers, even cutting them into custom shapes if you wish. I printed parking lots and streets in an 8x23 inch area and it only cost $10. I then peeled those stickers off and mounted them on black cardstock, cutting them to size.

I have a game board which I was lucky enough to win at a charity auction at Hometown games here in Lawrence, Ks. I got it for about half of it's retail price, which was pretty bad ass. If you can manage to get your hands on one I recommend it heartily. Games Workshop was selling them about four years ago, but I haven't seen them anywhere since. They come in six 2x2 foot boards that lock together in multiple configurations, when it's time to clean up you just put them in the carrying case and stash it in the garage, taking up no more that 2x2x1 feet of space. If you find one new you'll have to paint it by hand which can take a couple of days, but I used acrylic paint from Hobby Lobby which was cheap and has yet to scratch or chip. Alternatively you can go to a Home Depot and buy pink foam insulation board on the cheap and cut it into shape. It's easy to work with, but don't spray paint it as it will melt!

Here's the board set up mid-battle:



I decided on using Battletech for the ruleset we'd play with, I'd be the games-master and each player would pilot a Robot. At face value it seemed like the perfect system to use, as it's all about giant mechs duking it out with tanks and aircraft. The system covers just about anything you can dream up, but that's probably why it's not the best system we could have used in hindsight. Don't get me wrong, Battletech is a great way to play, it's survived about 30 years of constant use, so it must be getting something right, but using it in a battle this large without anyone else being familiar with the rule set made for some clunky interactions. Had I known just how much chart referencing is involved with this game I would have just modified a system I'm more familiar with, like Warmachine or even Dungeons and Dragons. Plus, not having and intimate knowledge of the strengths and weaknesses of different units, the opposition I fielded against the players wasn't nearly challenging enough and they rolled right over the planet's defenses without ever really being in danger.

We still had a great time, of course. It's hard not to if you've got your friends around the table. My wife made a beautiful antipasti platter for us and the beer was plentiful, so I'd call it a success. I did learn a few things on this one, and I'd like to pass them along for those who are thinking about hosting a game day, or have had limited success in the past:

1. Keep it simple. I had grand plans for this one that just had to fall to the wayside. I planned on using google maps for everybody to plan an intricate invasion of planet earth, with rule systems for weakening it's defenses through covert infiltrators or diplomatic subterfuge. But when people show up for a game, they ultimately want to jump right into the action. If you're planning a protracted campaign, then maybe some buildup is required, but in a one day event like this, just get to the main course!

2. Invite anybody you think will be interested. Games are a great way to bring people together. Try mixing up your social circles. Do you know a guy at work who's into Tolkein or Kaiju battles? Somebody at school always talks about Battlestar Galactica and Game of Thrones? Bring 'em in! Get them together and see what happens. On the flip side of that, don't invite people with a short attention span. If you can't keep somebody interested in a conversation for more than five minutes, they'll probably derail your game by getting bored. 

3. Invite twice as many people as you hope will show up. I invited six guys over, and due to the inevitable complications of everyday life only three showed up. Big deal, four guys around the table instead of seven, but had I only invited four guys we might not have had enough to play and all that hard work and preparation goes down the drain, plus you have to eat a whole antipasti platter by yourself while you cry. And what's the worst if everybody shows up? Well, then it's a party, maybe have some jump over to your side of the table and help you crush everybody else.

4. You're the host, which means you're the entertainer, not the entertainee. If you're inviting people into your home, you shouldn't be doing it with the sole intention of gratifying yourself with your favorite game. If nobody's having fun, don't get offended, just change it up. Don't be afraid to ask your guests what they are hoping to get out the game. If you are attempting to blow up everybody's fun just so you can win, you're probably not going to be playing with these people ever again. In fact, you might want to let them win anyway.



I hope this article has inspired you to get creative with your own game day. With a little effort and some outgoing enthusiasm for your hobby you'll be hosting epic game days people will be talking about for a long time after!

Saturday, January 19, 2013

Battletech Resources

Battletech downloads from battletech.com. The grand-daddy of giant mech games, if you love metal on metal meyhem and charts- oh god, the charts- then this is for you! Quick-start rules for their tabletop and role-playing games. Also record sheets and counters to print.

Blood Bowl Resources

Blood Bowl downloads from Games Workshop's website. Like American football and goblin-bashing? Why not mix the two? This game has developed a rabid fan base over the years, and even spawned a video game and card game very recently. A campaign system lets you manage your team over seasons of play.

Necromunda Resources

Necromunda downloads from Games Workshop's website. The dystopian future version of Mordheim wherein you control a gang of skirmishers. A campaign system helps you and your friends track the experience, skills, cash and mutations of your gang as they battle for loot and fame. Contains full rulebook and game aids all for free!

Infinity Resources

Infinity downloads from Infinitythegame.com. A free ruleset for high tech skirmishes in the not-too-distant future. Blends hard sci-fi with anime influences into a game wherein it's always your turn. Full rulebook and game aids all for free!

Mordheim Resources

Mordheim downloads from Games Workshop's website. You manage and control a gang, battling your friends for loot. Has a campaign system for leveling your characters and dealing with the grievous injuries they will inevitably bear. Contains the compete rulebook as well as gaming aids and all kinds of other fun stuff, free!

Welcome to Gaming Clever!

Gaming Clever is a blog devoted to the fine art of tabletop gaming. Mostly, Gaming Clever is a resource for solutions to the myriad problems that arise from trying to coordinate a gaming group or community. We will showcase ways to save money and time when putting your favorite ruleset on the table, and we will review games from the past and present with an eye for design. Comments are welcome, so please feel free to post some constructive criticism!