Focusing on the roots of current tabletop gaming
with an eye toward the last century and before.
with an eye toward the last century and before.
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Medieval Fantasy Wargame and Roleplaying System
From the official website: In the Magic game, you play the role of a planeswalker—a powerful wizard who fights other planeswalkers for glory, knowledge, and conquest. Your deck of cards represents all the weapons in your arsenal. It contains the spells you know and the creatures you can summon to fight for you.
This is the grandfather of the collectible card game (or CCG) genre. Cards are categorized as common, uncommon, rare, and mythic rare. Players collect cards and build decks out of their collection.
Players build a deck of cards and duel against an opponent's deck. The first player to reduce his opponent to 0 life (or meet another set win condition) wins the game.
Deck building is major part of the game. There are over 17,000 different cards from which to build your deck!
Players randomly draw spells to see what they get and can play each turn. Although this limits your choices, there is a lot of strategy in how you play those spells. A robust list of game mechanics, including intricate rules for reactive card play called "the stack," provide for rich tactics and tough choices each turn.
Though traditionally a two-player duel, there are several casual and tournament formats to Magic that allow more players to play.
Chainmail is a medieval miniatures wargame created by Gary Gygax and fellow Lake Geneva Tactical Studies Association (LGTSA) member Jeff Perren, a hobby-shop owner with whom Gygax had become friendly. The game was first published in 1971 by Guidon Games. That first edition also included a fantasy supplement, and is one of the oldest sets of rules for fantasy miniature wargaming.
Based on the four battles at the end of Star Wars Episode One: The Phantom Menace -- the battle on the plain between the Gungan forces and the droid army; the attempt by Naboo forces, led by Queen Amidala, to storm the palace and capture the Trade Federation viceroys; the fight between Darth Maul and the two Jedi Knights; and the space battle in which Anakin's starfighter destroyed the Droid Control Ship.
The forces are represented by 155 plastic miniatures on three separate boards, including a three-level palace. The action is driven by two decks of cards for each side. Each turn, each side simultaneously chooses four action cards from a hand of ten, and places them in order. The actions are then carried out one at a time, alternating sides. Combat is resolved using special attack and defense dice.
For Sale is a quick, fun game nominally about buying and selling real estate. During the game's two distinct phases, players first bid for several buildings then, after all buildings have been bought, sell the buildings for the greatest profit possible.
The original Ravensburger/FX Schmid edition (1997/98) has slightly different rules than later English editions, and only 20 buildings instead of 30.
The Überplay 2005 Edition has new art, rules and card distribution changes, and it accommodates 3-6 players.
The Gryphon 2009 Edition uses the Überplay art for the faces of the property cards, while replacing most other art. The rules are the same as the Überplay edition, with the exception of the rounding rule (which was stated in different ways in different printings of the Überplay edition).
Rounding rule
The rounding rule preferred by the designer Stefan Dorra is that players get back half of their bid rounded DOWN (not UP), as confirmed in correspondence with him here and here. A history of how the rounding rule has changed in different editions is documented here.
Just last week, the offspring of the authors of Chainmail (1971) got together at Lake Geneva Games to play the classic Battle for the Brow...