Richard Garfield – Game Designer Spotlight

Transcript: What’s up designers, and welcome back to Rempton Games. In today’s episode of History of Game Design we are going to be looking at the master of the multiverse, the tycoon of trading cards, the flying purple hippopotamus himself, Richard Garfield, PHD. As always, we are going to be taking a look at his…

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Paying the Price: Drawing Cards in Magic: The Gathering

  Hey everybody! Nearly two months ago I wrote an article about evaluating different creatures in Magic: The Gathering (which you can find here). Today, I plan to do the same thing, but with spell abilities instead. If you are interested in designing your own trading card game, or simply want to learn more about…

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Putting the ‘C’ in ‘CCG’: Does Being Collectable Help or Hurt these Games?

Collectible card games are some of the most divisive types of games out there. There are those that love them dearly, and amass huge collections consisting of thousands of cards. On the other hand, there are those who refuse to touch them with a ten foot pole. While there are many reasons for this divide,…

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Counters and Removal: The Importance of Interactivity

Several weeks back I began a series in which I dissected and comparing Magic: The Gathering sets, with an emphasis on drafting. In the first part I take a broad overview of the sets and set up the foundation for the rest of the series. In Part 2 I take a closer look at linear…

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A Re-Source of Pride: Designing Resource Systems in Collectible Games

Last week I started a new series of articles diving deep into various topics dealing with game design. Today’s topic continues this series with a look at designing resource systems. This article will be mostly focused on collectible games, especially trading card games. In this article I will be looking at why to include a…

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