MAGIC : THE GATHERING by MicroProse Reviewed by David Booth By the end of April I had completed Daggerfall and was thumb-twiddlingly awaiting the Next Big RPG. Betrayal at Antara and Shadows over Riva were still 'real-soon-now-ware'. While waiting I've tried out other, older RPGs. While the gameplay and plotline of games like Ultima 7 and Realms of Arkania are renowned, unfortunately the slick eye-candy of RPGs like Stonekeep and Anvil dulled their appeal. I had been spoilt by over-exposure to dazzling graphics. Maybe a break from the RPG genre, even briefly, would rekindle my enthusiasm for these older classics. I hadn't played a strategy game since Populous, and there was a game from MicroProse that was an alternative to anything I had yet seen : a card game conversion. Maybe it would be a refreshing change, or a disappointment! One way to find out. Half decided, half on impulse in the shop, I parted with the moolah and took home Magic : The Gathering. Magic : The Gathering (MtG) is based on the Wizards of the Coast card game, which has sold 7 million cards world-wide. The basic premise of the card game is to build a deck of cards from the hundreds of card types available, then to take on an opponent in a duel of skill and chance. Each player starts with a deal of seven cards from their deck, replenished with an additional card each turn. By laying down cards you make mana available and cast magic. Cards fall into one of these groupings - land, critters, spells, and artifacts. Land is the source of your mana power, which you obtain ("tap") by turning the card sideways. Lands generate mana depending on their type - Mountains give Red Mana, Forests are Green Mana sources, and so on. Each land provides one point of mana. Critters, artifacts, and spells can be cast if you are at a stage in play where it is allowed - e.g. when you have just drawn a card from the deck - and if you have the appropriate mana (amount and colour) untapped. Once a critter is cast, it is available to defend you against attacks from your opponent, and can attack next turn. Spells fall into several types, for example Instants - one of my favourites being Lightning Bolt, which zaps an opposing critter or your opponent for 3 damage points. Artifacts are objects which, typically, have a positive effect on your side or hurt the opponent's side. Black Vise, for example, saps one life point from your opponent, each turn, for every card in their hand over 4. Very useful. The fun really starts after a few turns when you and your opponent both have critters available to attack. Here's a scenario to illustrate. I have a Hurloon Minotaur in play, which is a critter which attacks for 2 and defends for 3 life points. There are 4 Mountain cards on my side, untapped so far. I also have a Disintegrate spell in my hand. On the opposing side I can see 3 Forests untapped, and a relatively puny Llanowar Elves (attack 1 defend 1), with my opponent holding 3 cards in his hand. Of course, I don't know what those cards are. I figure I have a points advantage, and choose to attack. My Minotaur steps forward to challenge, and predictably my opponent puts his Elves in to block. On this basis, the Elves should be history. However - once the blocker has been declared, my opponent draws a Giant Growth from his hand, and boosts his Elves from 1/1 to 4/1 ! On that basis my Minotaur would be sacrificed along with the Elves. I don't want that, so I respond by using my Disintegrate spell - it takes 1 to cast, and hits an opponent or critter for 1 lifepoint per land tapped, so here is worth 3 points of damage. Aimed at the Elves it instantly sends them out of play to the Graveyard. Now with no blocker to stand in his way, my Minotaur wades through to the opponent and thumps him, reducing his base 20 lifepoints by 2. The objective is to zap your opponent to nil lifepoints before he zaps you. (There are other ways to win as well.) Duels can get very frenetic, with critters going in to attack or block, spells flying, and artifact effects taking place. You can be in a commanding position one turn, only to be locked down and at a disadvantage on the turn of a card. For example, white spell users (with Plains land cards) can get lucky with a Wrath of God spell, which destroys all critters in one go! Or as a black Necromancer, you may draw a Sengir Vampire, which is a nasty bugger that GAINS power and toughness with each kill it makes. And it flies too, so your opponent's hapless Goblins only get to gaze open-mouthed as it wings over to hit him for 4 or more lifepoints. Ouch! Whilst the Duel is the core of the game, it is but part of the total. You can play with default decks, or dive in and build your own. I've designed a custom Red deck which generates lots of small but mana cheap ("Weenie") critters quickly. They then chip away at my opponent's lifepoints, as he struggles to build mana to cast his big critters, or uses valuable destruction spells to take them off the board. Meanwhile I have more little critters in hand. Beyond the Duel is the adventure game, Shandalar. In this you play a hero sent to defeat five evil wizards. They are the pawns of the Big Baddie, who has fooled the wizards into wishing to cast the "Spell of Dominion". They would unwittingly cast it in the belief that it gives the caster world domination. In reality it would breach the barrier keeping the Baddie away from Shandalar, and he then would fly in to vanquish all and take over. To cast the Spell, the evil wizards must capture Mana Sources, special structures on the surface of Shandalar that build their magic power. The first wizard to own five such Sources can cast the Dominion spell. The wizards each control minor mages, grouped by mana colour. These mages assail you as you explore the world, challenging you to duel. If you win - the controlling wizard loses a lifepoint, and you win cards from your opponent. If you wimp out of the challenge or lose the duel - you sacrifice one or more of your valuable cards. In the Shandalar game you DON'T get to design your deck, instead you start with a basic deck of cards in your chosen colour. You subsequently augment your deck with cards won from duels, and bought from villages dotted round the countryside. You can also sell unwanted cards to raise cash for the ones you want. Your ultimate objective is to trounce the five wizards, then take on the Baddie himself in a duel to the death. Shandalar also has a number of sideshow attractions for the player. There are dungeons to explore (though they are nowhere near as complex as a standard RPG dungeon). You may take on a quest to defeat a mage who is terrorising a village. A wizard may gain control of a Mana Source, which is one step towards their ability to cast the Dominion Spell - so it is to you to rescind their authority by defeating the mage who guards the Source. Thus Shandalar has depths beyond the one-off 'Duel to the Death', however I found that the intricacies of duelling are more than enough to hold my interest. Your opponents' cards and strategies are many and varied, and it is a challenge in itself to design and fine-tune a deck which will defeat them consistently. A deck which defeats 5 opponents in a row, easily, can turn sour against the sixth. Of course, there is an element of luck in this game. I have been in the position of having a handful of critter cards and NO land, causing me to turn the air blue as my opponent hits me turn after turn. On the other hand, an artifact or spell drawn at the right time can turn the game decisively in your direction. For example, I was playing a game recently and, with 7 life points, looked on in horror as my opponent cast a Shivan Dragon - a flying beastie that takes you for 5 lifepoints. My little critters were all earthbound, and I had no cards in hand. Next turn, I drew my card from the top of the deck : joy! A Meekstone. This artifact prohibits critters with 3 or more attack points from untapping! I held it in hand and awaited the inevitable Shivan attack. The onslaught happened, and on my following turn, I dropped the Meekstone. The dragon, tapped after attacking me before, was neutralised. So, back in control, I sent my weenie critters in to attack. Victory followed a few goes later. Overall then, what of MtG? Strategy players will love it. As a die-hard RPGer, I admit it took me a while to adjust the game's dynamics. However, once you master them, the subtlety of its design becomes more and more apparent. It is also one of those games you can play for hours on end, or have a five-minute duel. In my opinion, this is a classic in its genre. - o -