
As seasoned Magic players, my friends know that the value of a single card can rise into the tens of thousands. HeroClix are game pieces, but they double as collectible miniatures. “I wish there had been more detail in the avatars, like with HeroClix,” the blue player observed. She probably would have come out on top if we kept going. but I’m not sure if we were playing it right,” said the black player. Since everyone knew this was my review copy, I then spent another 30 minutes listening to my friends’ praise and criticism for the game. But after three hours and 25 turns, we were all Planeswalkered out. The game says that a 4-player game should continue for 48 turns. Instead, you’d have to wait while three different armies have their way with you before you can come up with a response. The biggest reason for this is that you can’t cast defensive spells when it isn’t your turn. Because of the limited movement and attacking we could do per turn, it made sense to focus on just one person instead of to force yourself to fight a war on three fronts.

It reminded us all of the way Magic: The Gathering is intended to be a two-player game, and we suspect that Arena of the Planeswalkers is also ideal that way. I, the green player, spent much of my time attacking blue, while red and black went after each other. Our starting positions influenced our aggressions throughout the game. If an attack does occur, that’s another interaction, with the attacker and defender rolling a set of dice to randomly determine how much damage has been done. Draw a card from your enchantment deck and cast up to three cards from your hand if desired, choose an army (or your planeswalker) to complete an action this turn, move, attack, and cast more spells if you haven’t hit the three-spell limit yet.
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Each person’s turn was split into five parts. “Wait, so this is Warhammer?” my husband quipped, referring the extremely complex table-top game, in which hardcore players move miniatures around an arena and talk battle tactics.Īs you might expect for a game with so many components and rules, turn-taking is pretty complicated in Arena of the Planeswalkers. We each selected a planeswalker avatar to lead our plastic squads around the hexagonal spaces on the board.

Mplay mtg arena full#
I was already on my second drink of the evening before we had the board set up, after a full 45 minutes of reading the rules and setting up the pieces.

If the game had kept going, I would have graduated to Blue Hawaiians. Keeping with the colorful theme of Magic: The Gathering, I fixed green Gin and Tonics with extra lime and red Whiskey Sours with extra cherries. I found that plying everyone with alcohol was a fitting solution. Keeping everyone entertained long enough to through the 20-page rulebook was more difficult. "Be the last Planeswalker standing to win!" the game suggests.Īcquiring my husband and two of our friends-who love Magic: The Gathering as much as I do-was the easy part. We learned that the object of the game is to use our planeswalkers and squads to outmaneuver opponents for tactical advantages in key locations in the play area. I’m certain this sounds like gibberish if you haven’t played the card game, hence the enormous rule tome. Of course, the heart of the game lies in the cards that came with all this, 12 enchantment spells, two creature spells, and one planeswalker card per color.
