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You will weep. You will bargain. You will make demands. You will beg. You will pray. It will make no difference. You know this. Your knowing changes nothing.

No time for speeches now, it’s time to fight.


You are about to duel your greatest Rival, likely to the death. This is a ritual as old as magic itself and, as with every ritual, you have to be properly prepared before you can begin. To play you will need one other person, a tarot deck, a lot of six-sided dice and some way to write down the story.


StatusReleased
CategoryPhysical game
Rating
Rated 5.0 out of 5 stars
(4 total ratings)
Authorcubic_wombat
TagsDice, Magic, storygame, Tabletop, Tarot, Tabletop role-playing game, Two Player

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Magewroth.pdf 4.2 MB

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Played a session of this yesterday with a friend, was a really awesome way to make a cool story! I also love the option for different game variants, even though we didn't have the chance to try them. Definitely going to come back to this game for another round, sick design!

Thank you so much, I'm glad you enjoyed it!

two questions,

If I were to host a magewroth tournament, what would you want to see be part of that format, (I'm thinking three points to win, judge, audience and the match itself, and new characters ever time.)

Secondly if I wanted to add some mechanical complexity so that the game is not purely luck based, what do you suggest that I do, or what kind of complexity do you think I should add(I'm thinking the ability to store and later use non face cards, and giving cups and wands a different ability if you do that.)

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Could you expand on your first question? I'm not sure I understand what you mean by tournament.

As for your second question, I like the idea of storing cards and giving them an enhanced or different effect (maybe to balance that you could give players the option of either drawing a new card or using a stored one?).  Since you'd like to reduce luck-based elements you could simply have these be flat increases in health or damage; for example, stored cups would heal you for 3 points and stored wands would damage your rival for 1 additional point each time you attacked. I'm not sure how this increased mechanical complexity would mesh with the rest of the game, Magewroth is essentially a prompt-based storytelling exercise, but I happily encourage you to experiment with it!

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to reiterate the first question, if you were forced to run a magewroth tournament, what ruleset would you implement so that the spirit of the game was preserved. by tournament i mean bracketed competition in magewroth with the competition being in storytelling and dice rolling capabilities.


second, what about temporary boosts for wands and cups if you store them, preventing up to 2d6 damage, and a temporary +3 dice to a roll respectively?

(1 edit)

I'm not sure if it is possible to play a storytelling game like this competitively, like some sort of MtG tournament in an LGS. Even if it were, I don't think it would be fun for the people involved (I'm happy to be proven wrong of course!). One of the main themes of the game is destroying the self by destroying the other (and vice versa), which is why pretty much every game of Magewroth I've played ended in a tie: the longer you fight, the more people get hurt in the story. 
I suppose you could isolate the few mechanical components of Magewroth and use them to build something more suited to competitive play, but that would basically require making a whole, different game. I don't really have any ideas or suggestions on that front, you may have to look at other games and designers for inspiration.

Your ideas on buffs sound okay, I'd recommend playtesting to see how they work in-game. And thanks for the interest in my game, I really appreciate it!

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We had a lot of fun with this one! Really enjoyed all the character building and development the prompts enabled.