Magic the Gathering - MicroProse RRP œ45 (Strategy card game on CD) Reviewed by Sue He was a humble cleric, looking deceptively weak and mild-mannered in his snowy white robes. I was an apprentice magician, still a novice at green magic, the magic of growth and natural destruction. We built up our mana - his white, mine green - by playing land cards - plains for him, forests for me. We summoned creatures to fight on our behalf - he called up Benalish heroes, Serra angels and a dainty Pegasus while I relied on war mammoths, grizzly bears and Llanowar Elves. He cast Cup of Protection to protect himself against my green spells ... I summoned a desert twister which destroyed a battering ram he was using to protect himself. We fought long and hard, our life points gradually dropping. Finally my basilisk faced his Pegasus and turned it to stone while my Nap's Asp sneaked past his defenses and dealt the final blow. The cleric offered me some cards or a clue to a nearby dungeon before he skulked off. I took the cards - some would be useful, others could be sold to buy food or trade for some more powerful World Magic .... This is a short tale of just one imaginary fight that could take place in the land of Shandalar, a strange and terrifying place inhabited by major and minor wizards and their minions. Five magics are part of the land, each controlled by a colour - white, red, black, green and blue. Each has its own strengths and weaknesses; blue, for instance, is the magic of water and relies of artifice and illusion for its strength. I chose green for my first proper game, because it has a nice balance of defensive and offensive magic so I'll be tending to use that colour for examples in this review. Regular readers will know that I've been awaiting this game for ages - about 2 years. In the meantime, I tried to get Alan interested in playing the original card game ... without success. Partly this was because it was hard to know if we were playing correctly. Cards are drawn, played and discarded as in any standard card game but even having read the rules, several times, MtG is a complex game with distinct phases and sequences of play which take some understanding. With the computer taking control of these aspects of the game, you don't have to concern yourself about them, and can just enjoy the game itself. Magic the Gathering, then, is essentially a battle between two characters using their own hands of cards. These hands are made up of cards to produce mana (usually land cards) which are played and the mana expended to cast spells - summoning creatures, casting enchantments and so on - and these creature and enchantment cards themselves are also in your hand. It is important to have the right balance of mana producing and mana consuming cards in your hand; too much land and you will have loads of mana but nothing to spend it on ... too little and all those gorgeous creatures and spells will go to waste! It is also important to be able to produce the right colour mana for the creatures and spells in your hand. As well as the five colours of mana, there is colourless mana which can be any of these, and all spells need a certain balance of colours eg to summon Llanowar Elves needs 1 green, but Faerie Dragon needs 2 green and 2 colourless mana. It's no good having a hand of forest cards (producing green mana) and wanting to play creatures and spells that need blue, red, black or white mana. Generally a hand contains 1, 2 or rarely 3 colours of mana cards. Otherwise getting the balance right is tricky. Even with a well-balanced hand you can end up drawing all land cards, or hardly any. It's, literally, the luck of the draw (or sod's law, depending on how you feel at the time!). At the start of a hand of MtG, you and your opponent have a certain number of life points (default for a basic duel is 20). The aim is to get your opponent's down to zero (or less) while keeping yours positive. This is done by attacking him with creatures and spells that you conjure. When you select some of your creatures to attack him, he can select some of his to defend, according to certain rules. All creatures have two figures on their cards - power and toughness. Power is the number of points they hit for, toughness the number of hits they can take eg a creature marked 3/2 hits for 3 and will be destroyed if hit for 2 or more. There are provisos; for instance some creatures have protection against another colour eg the Black Knight has protection against white so generally cannot be damaged by white creatures or spells. A White Knight has first strike (ie it hits its opponent first) so if a White Knight (2/2) meets a creature at 4/1, the knight would hit for 2, killing its opponent (which can only be hit for 1) and this would die before it could get in its hit for 4. There are further rules in combat - flying creatures can only be blocked by other flying creatures (logical when you think about it). Some creatures have swampwalk or forestwalk etc which means they cannot be blocked if their opponent has swamps or forests in play. Some creatures have an ability called "trample"; normally all damage is absorbed by a blocker but if a creature has trample, the excess (ie that not used to kill the blocker) passes on to its controller. One terrific green creature is Force of Nature which has trample and is rated 8/8. So if it is blocked by, say, Ironroot Treefolk (3/5) it will destroy the Treefolk (using 5) and 3 will damage the controller. The only drawback with Force of Nature is that you have to pay 4 green mana each turn for its upkeep or it is destroyed, doing 8 damage to you in the meantime! Thinking of Force of Nature, a quick word about the cards themselves. The art work on the originals is excellent and this is accurately copied in the computerised version. All details of power and toughness, upkeep, special abilities and so on are shown clearly on the cards. Incidentally, this is in contrast to Acclaim's Magic the Gathering : Battlemage version which is more of a wargame - you have to remember all the creature details in that game as just the picture is shown, not the text. And there are a LOT of cards to remember - over 400 in this edition. When cards are in play eg forests producing mana and creatures attacking, they become "tapped" ie turned sideways. Tapped creatures cannot block attackers so if your Thicket Basilisk attacks in your turn, it can't defend you when it's your opponent's turn to attack. Quite often it's a fine balancing act between attacking and saving your strength. A word on cards other than land and creatures. These are many and often have fascinating effects. There are enchantments, instants, sorceries and artifacts. Some are played at different times, eg Giant Growth is an instant and gives an extra 3/3 to a creature. Handy if your Grizzly Bears (2/2) are attacked by an Ironroot Treefolk (3/5) - boost the Grizzlies to 5/5 and they'll survive the encounter. Cast the sorcery Desert Twister and you can permanently destroy that pesky Cockatrice that's been causing you grief. There are several ways to play Magic the Gathering on the computer. Since the basic game is the card-to-card combat, this is well catered for in the form of the duel option. There are 60 decks already created, each named according to the type of creature that would use it eg Beast Master, Winged Stallion, Crusader, Dante. Each of these has a theme - the Winged Stallion, for example, only uses creatures and artifacts that fly; Beast Master only uses animals. Some are 1 colour only, others use more. You can select from these decks for both you and your opponent, either or both can be random, or you can build a deck from scratch. There are several difficulty levels and you can play a single duel or gauntlet (several games) with an optional ante. The deck builder is easy to use and will be popular with MtG fans who will create custom decks for different games, many of which are themed and have names. Using the computer game, they can test out a deck, either by playing it against the computer's choice, or getting the computer to play their deck against them. All the possible cards are arranged along the bottom of the deck builder screen and you just drag the ones you want onto the top half of the screen using radio buttons to turn certain options (eg show all creature cards) on and off. You can save these decks out and distribute them if you want, say, through the Internet but I haven't found any on there yet. But if you want something to link the games together, you can enter the world of Shandalar which I mentioned right at the start of this review, This is where I've spent most of the last 2 months! You create your own character from a choice of 4 difficulty levels, the 5 basic colours and 14 faces, name your character and set off on your adventure. The ultimate aim of the game is to defeat the 5 wizards and the chief baddie, Arzakon. I haven't got that far yet but I've duelled many of their minions - centaurs, witches, summoners and worse! Shandalar is a world populated by many creatures who do the bidding of one wizard or other. However, wise men in the villages, towns and towers will help you by setting quests; complete one of these and you'll gain help in one form or another ... food, cards, a mana link (effectively increasing your number of life points), or amulets which can be traded for greater magic. There are also 10 dungeons which contain rare and valuable cards such as Braingeyser and Mox Emerald. These contain a certain type and colour of creature (eg small green creatures) and have dungeon rules (eg some cards permanently in effect). These must also be explored, riddles answered and duels fought, if you are to be successful. Meanwhile the wizards are capturing towns and creating mana taps - if one can get enough of these, he can cast the Spell of Dominion and rule all Shandalar, unless you can stop him. It's a constant battle to prevent this happening, as you have to dash from one end of the on-screen map to the other. There are a few downsides. One is the lack of a multiplayer option; null modem and Internet play don't seem to have been implemented as promised. I have crashed it a few times too. However, there is already a patch and MicroProse are promising to add multiplayer games and more cards in the future. There's so much more to Magic the Gathering but I think I'd better stop there. It sounds a lot more complicated to play than it is because, basically, it is a very intuitive game. For those who, like me, knew little about it to start, there is a built in FMV tutorial featuring two rather enchanting (in more ways than one) characters who explain how MtG works using examples and a bit of input from you as you answer simple questions. It is a very addictive game but useful to load for a short while - a couple of duels - if you have half an hour to spare. Minimum Specs: Windows 95, quad speed CD, 486 DX4-100, 16 meg RAM, SVGA, mouse, 90 meg hard disk space. Optional: sound card. Recommended: P120. - o -