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Magic: The Gathering Drive to Work Podcast

#1132: Sixth Edition Rules

Magic: The Gathering Drive to Work Podcast

Wizards of the Coast

Duels Of The Planeswalkers, Games, Magic The Gathering, Leisure, Game Design, Mtg, Ccg, Mark Rosewater

4.8743 Ratings

🗓️ 26 April 2024

⏱️ 32 minutes

🧾️ Download transcript

Summary

Back in 1999, the Magic rules had the biggest change in the history of the game in conjunction with the release of Sixth Edition. In this podcast, I walk through the major changes that happened.

Transcript

Click on a timestamp to play from that location

0:00.0

I'm pulling on my driveway. We all know what that means. It's time for their drive to work.

0:05.9

Okay, so today, I realized I did an article a little while ago where I was a two-part article

0:13.1

that I talked about the design innovation of every year. And I realized I missed something important.

0:24.9

And that is the sixth edition rules. So I decided,

0:30.7

as penance for forgetting it, I'm going to do an entire podcast on six edition rules. What were the six edition rules? What changed? Why'd we do it? All of that will be today's topic.

0:35.5

So everything you ever wanted to know about the sixth edition rules.

0:39.2

Okay, let's start with what are the six edition rules?

0:43.0

So in 1999, one of the core sets called Sixth Edition came out, and along with it came a series of rules changes.

0:52.8

So let me get into the bigger picture. I have to go back to

0:55.0

alpha to sort of explain why six-dition rules were so important. Okay, so when Richard was first

1:01.3

making the game of magic, remember, he was making it to be an average game that you would

1:07.0

play in the store. You know, you go and you spend your $20 and you have a bunch

1:11.2

of cards and then mostly you're playing with your game group at home. And Richard thought in that

1:16.2

dynamic where the game is just a small kitchen table game, that part of the fun of a modular game

1:22.9

might be figuring out what happens when weird interactions happened.

1:29.2

And so there was a rulebook.

1:32.3

Alpha came with the rulebook, but the rule book just explained the basics.

1:35.9

And the idea is if card A and card B do something weird,

1:38.9

hey, you, the play group, figure out what's going on.

1:43.4

I think Richard had always sort of, it had been fun for him when they played games and weird interactions came up. And I think Richard understood that more interactions would come up.

1:48.9

You know, magic by its nature, like I said, it's modular. There's a lot of computronics to it.

1:53.5

You know, there's lots of cards that connect with other cards. But I think he really thought

...

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