Design Crossover – Spirit Island

Crossovers are back! This time Otter jumps on the pod to explain the board game Spirit Island to Tim. Despite being an area-control cooperative game, it has a ton of cool rules to adapt over into Magic. These Crossover eps are a great way to get the best tidbits from another game while also brainstorming tons of new Magic ideas!

Check out a few of the Spirits (main characters) to get a quick idea of the choices in the game:

Vital Strength of the Earth: https://spiritislandwiki.com/index.php?title=Vital_Strength_of_the_Earth#tab=null

Shroud of Silent Mist: https://spiritislandwiki.com/index.php?title=Shroud_of_Silent_Mist

Ocean’s Hungry Grasp: https://spiritislandwiki.com/index.php?title=Ocean%27s_Hungry_Grasp

Scryfall gallery of cards mentioned

Topics and Tidbits

  • taking a dive for portal packs
  • design crossover ep! explain a game to Tim (and the listeners) and adapt it to Magic
  • solving the “alpha gamer” / “quarterbacking” problem in co-op where one player orchestrates the others
  • some games (hanabi, the crew) do so by each player missing some of the picture
  • “the gang” is a coop game where you’re playing poker cooperatively and trying to make the most money
  • team draft format idea… ways to communicate mid-draft via mechanics
  • allowed vs disallowed communication in games
  • hydra/minotaur horde decks
  • solving quarterbacking just by making the player characters more complicated
  • high asymmetry is extra cool but maybe also extra hard to play against
  • should magic’s colors be more asymmetrical?
  • mechanics where buy-able cards are available on the board
  • replaying cards as a central mechanic
  • a choice of “beginning of turn” actions… do you really need to draw? untap?
  • limited by both mana and by a number of cards played per turn
  • rectangle theory
  • turn flexibility also opens up teamwork strategy… I’ll cover while you ramp
  • plastic vs wooden pieces for thematic difference
  • short suspend cards
  • tim’s noted disgust of sagas
  • cranking contraptions with your friends
  • oppressive on board removal
  • not just vs an ai, but versus a predictable AI
  • into the breach
  • AI targets the same thing multiple turns in a row
  • AI declares it will target something later, giving you time to shield up
  • town vs city vs village vs settlement
  • explosive losing conditions that accelerate
  • how to bring in new win/lose conditions vs AI
  • TMNT co-op magic
  • cube vs AI?
  • if I can cast Negate every 2 to 4 turns…
  • half predictable half unknown AI patterns
  • another key aspect to co-op design: choice of difficulty levels
  • like Magic, every rule in the game is tampered with by some faction or card
  • diving into specific spirits
  • “elementals” floated by spells that other effects can catch, sorta like creature types
  • devotion kicker
  • drafting face up for co-op
  • drafting “with” the AI… anything you don’t take, they get to play
  • fear is good
  • fogs with face damage
  • drafting cards that remove other draft picks
  • self-exiling spells
  • any undrafted cards go to the AI
  • number 11 on BoardGameGeek
  • custom Spirit Island cards!
  • shoutouts to urbis protector and madcap skills

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