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Magic: The Gathering Drive to Work Podcast

#626: Magic Golden 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

🗓️ 5 April 2019

⏱️ 30 minutes

🧾️ Download transcript

Summary

Magic has a number of golden rules, and today, I talk about what they are and why they're so important to design.

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 the drive to work.

0:06.6

Okay, so today we're talking about the rules. In fact, a few specific rules, exactly, what are known as the magic golden rules.

0:17.2

So for those that might not be well-versed with the rules, there are four rules that are sort of considered the backbone of how to make magic work.

0:27.8

So I was going to walk through those golden rules today and sort of talk a little bit about why these rules are so important and, you know, why they're called the golden rules.

0:37.0

Like these are things that really allow the game to function on a very basic level.

0:42.0

So we're going to go through those today.

0:43.4

It's something I, I don't talk the rules all that often, so I thought this would be a little bit different.

0:49.0

Um, so the magic golden rules are, uh, the very first thing in the rules, 101, the very first thing in the rules list.

0:55.8

So there's 101.1.1.1.2.3.3.4.

0:59.8

and there's some subsets of the fourth one.

1:03.2

So we're going to walk through those.

1:04.5

So I'm both going to tell you what they are,

1:08.1

and then I'm going to explain to you sort of why they're so important.

1:12.0

And, you know, why they are the golden rules. Okay, so we'll start with 101.1.1. Whenever a card's text,

1:20.8

whenever a card's text directly contradicts these rules, the card takes precedence.

1:29.8

The card overrides only the rule that applies in the specific situation.

1:35.9

The only exception is that a player can concede the game at any time.

1:41.5

See rule 104.3.

1:47.9

Okay, so this is the most important rules. Why it's the first one. Basically, what it's saying is, look, we're going to give you rules, but cards can override

1:54.7

a rule. And this really is the coach of the heart of what a trading card game is.

2:13.5

That one of the things that when Richard first made the game, he really believed was one of the reasons that a trading card game would allow him to do what he wanted is the idea that the cards themselves would carry the rules.

2:18.3

And that, yeah, there would be a basic set of rules, but the cards could come in and say, well, yeah, but accept that.

...

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