Magic Words
Game Description
If you like the war simulation of RISK and the word creation of Scrabble, this is the game for you. You control plots of land, and you defend them by making magic words with your hand of cards.
Glossary
Territory- The different plots of land shown on the map separated by black lines.
Magic word- Any word (must be real) created using the alphabet cards.
Letter value- The number in the top right corner of each alphabet card.
Power- The value of a word when all letter values are added together.
Target Audience
Ages 12-20
Strategy gamers, competitive gamers, gamers that enjoy war simulation games, word gamers, gamers who like Risk, gamers who like Scrabble
Number of Players
2-4
Preliminary design
Outline
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Goals
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Wipe out your opponent by making words with the alphabet cards
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Rules
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Set-up
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Pick your character piece. Place it on any territory on the map. Have someone shuffle the alphabet deck, and hand out 5 face down cards to each player. The youngest player goes first.
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Start turn
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You may move your character piece up to three spaces on your turn. The spaces you move to must be touching or connected by a green line. As you move through unoccupied territory, place down a control token that corresponds with your character piece to conquer the territory. At the end of your turn, you draw 1 card for each territory you occupy (this should be equal to the amount of control tokens you have down). You may only hold up to 10 cards. If you come to a territory occupied by another player, you cannot enter that space until you defeat the player in battle.
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You may use wild cards at any point during your turn, either to help yourself or to handicap and opponent.
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Character pieces
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Each character piece has it own unique ability.
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Wizard: In place of choosing one of your cards at the end of your turn from the draw pile, you may draw a card from the discard pile.
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Fairy: Each turn you get an extra movement, making the total go from 3 to 4.
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Dragon: you start off with an already established territory.
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Elf: In place of choosing one of your cards at the end of your turn from the draw pile, you may look through the deck and choose any card.
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Battle
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If you choose to attack another player on your turn, you must make a word with cards in your hand to create a magic word to attack with. The defending player must then make a magic word to defend themselves with. The values of each letter is added up to check the power of each players’ magic word. If the attack player’s power is stronger, they now occupy the territory. If the defending player’s power was stronger, they keep the territory, and steal the power difference in cards from the attacking player (for example if the attacking player’s power was 5 and the defending player’s power was 7, [7-5=2] so the defending player takes 2 cards from the attacker). In case of a tie, the defending player keeps their territory, but takes no cards from the attacker. If the defender is unable to make a word, then they lose the territory automatically. If the defending player has the keep territory wild card, then they suffer no loss of territory. Both players must discard used cards.
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Game over
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A player is taken out of the game if:
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They can’t draw any cards for 3 turns (they’ve lost all territory, and are unable to obtain anymore).
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They can’t draw any cards and run out of cards.
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When attacking, they lose all their cards regardless of if they own any territories.
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Actions
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Moving
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Conquering unoccupied territory
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Attacking a territory
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Defending a territory
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Using a wild card
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Transitions
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Attacking
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Defending
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Losing territory
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Gaining territory
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Losing all cards in hand
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Items
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Game board
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Letter cards (Ax9, Bx2, Cx2, Dx4, Ex12, Fx2, Gx3, Hx2, Ix9, Jx1, Kx1, Lx4, Mx2, Nx6, Ox8, Px2)
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Wild cards, these would be shuffled in with the letter cards
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Character Figure
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Control tokens (20 of each)
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Setup
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Take the character piece that you wish to control, and all corresponding control pieces. (W-Wizard, F-Fairy, D-Dragon, E-Elf)
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Set it on any territory on the board, players may NOT start out on the same territory.
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Shuffle the letter deck and hand out 5 facedown cards to each player.
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Youngest player goes first.
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Flowcharts

Moving

Battling
Meaningful Action Analysis (MAA)
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Moving
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This is a meaningful choice. You have to choose whether you want to expand toward unoccupied territory, or move towards you opponent to attack and steal theirs.
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Conquering unoccupied territory
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This is a not a meaningful choice. This is a by-product of moving over unoccupied territory.
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Attacking a territory
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This is a meaningful choice. You could gain more territory, meaning more cards, which are power, but underestimating an opponent could also mean game over.
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Defending a territory
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This is not a meaningful choice. You have to play a magic word to defend your territory.
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Using a wild card
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This is a meaningful choice. This can help or hurt you, and you have to pick the right times to use the cards.
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Board Design

Component Pieces
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Letter cards
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Ax9, Bx2, Cx2, Dx4, Ex12, Fx2, Gx3, Hx2, Ix9, Jx1, Kx1, Lx4, Mx2, Nx6, Ox8, Px2
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Value in top right corner
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Wild cards
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5 of each
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Control tokens
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20 of each color
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W-Wizard, F-Fairy, D-Dragon, E-Elf
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Character figures
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Wizard, Fairy, Dragon, Elf
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Detailed Design & testing
Play Testers Stage 1
Player 1:
Francisco Tatis
Age: 22
Male
Player 2:
Ryan Holick
Age: 18
Male
Test Stage 1 Results
The players seemed to have a lot of fun, despite a rocky start. I hadn’t put set-up rules in the rules I handed out to players so I had to intervene during set-up. The games took awhile because the board can go up to 4 players, and the size has to accommodate for that while still allowing less people to play. This meant it took awhile for players to move across the board to various destinations. Playing went relatively smooth, they had to stop on occasion to ask questions and re-check the rules, but that’s to be expected.
Test Stage 1 Reflection
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“Why does it matter which race I pick, like, do the characters DO anything “This game is really long.” “I’m having trouble keeping track of all these cards, I just have a lot in my hand.” “I’m sorry but this board is weird, it’s huge but there’s hardly anywhere to move, that’s just dumb. There’s so much water here, like why?”
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I was considering testing out what would happen if I gave each race some kind of special ability. Perhaps the fairy can move more, or the dragon starts out with a territory already. This is definitely something ill add to the next stage of testing when a new mechanic needs to be introduced. The game ran long because there were only 2 players, and the board was designed to go up to 4, so it needed to be on the big side. I don’t think a long game is necessarily a bad thing, if the players have the time. Games with more people will probably go much faster. The cards did kind of become a problem, there was no limit to them, and they aren’t small compact tiles like in scrabble. I have to figure out a good cap, so no one has too many cards, this may also encourage people to use them a bit more. The board could definitely use an upgrade, more land and less blue water.
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The pieces had trouble being on the land, the land was so narrow that the pieces just had no room. I didn’t see the use of many wild cards; I am going to increase the amount of them in the deck. There were just so many regular letter cards the wild cards were hidden. I actually had no set up in the actual rules section, it was later and when I handed out the rules I realized it wasn’t included and that made set up confusing. Players kept losing/dropping cards, probably because there were too many in their hand at a time.
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The green land of my board needs to increase while the blue needs to shrink. I did not have time to fix this issue before this round of testing, but plan to add more green in the next stage. I put 2 more of each kind of wild card in the neck for the next round to see how that number faired. I added the set-up to the rules to avoid confusion. I added a maximum hold amount to cards, and reduced the amount initially handed out.
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They asked quite a few questions in the beginning, due to me forgetting the set-up, but it decreased as it went on. Including the beginning they ask 10 questions total.
Detailed Rules for Players
Set-up
Pick your character piece. Place it on any territory on the map. Have someone shuffle the alphabet deck, and hand out 5 face down cards to each player. The youngest player goes first.
Start turn
You may move your character piece up to three spaces on your turn. The spaces you move to must be touching or connected by a green line. As you move through unoccupied territory, place down a control token that corresponds with your character piece to conquer the territory. At the end of your turn, you draw 1 card for each territory you occupy (this should be equal to the amount of control tokens you have down). You may only hold up to 10 cards. If you come to a territory occupied by another player, you cannot enter that space until you defeat the player in battle.
You may use wild cards at any point during your turn, either to help yourself or to handicap and opponent.
Battle
If you choose to attack another player on your turn, you must make a word with cards in your hand to create a magic word to attack with. The defending player must then make a magic word to defend themselves with. The values of each letter is added up to check the power of each players’ magic word. If the attack player’s power is stronger, they now occupy the territory. If the defending player’s power was stronger, they keep the territory, and steal the power difference in cards from the attacking player (for example if the attacking player’s power was 5 and the defending player’s power was 7, [7-5=2] so the defending player takes 2 cards from the attacker). In case of a tie, the defending player keeps their territory, but takes no cards from the attacker. If the defender is unable to make a word, then they lose the territory automatically. If the defending player has the keep territory wild card, then they suffer no loss of territory. Both players must discard used cards.
Game over
A player is taken out of the game if:
They can’t draw any cards for 3 turns (they’ve lost all territory, and are unable to obtain anymore).
They can’t draw any cards and run out of cards.
When attacking, they lose all their cards regardless of if they own any territories.
Play Testers Stage 2
Player 1:
Francisco Tatis
Age: 22
Male
Player 2:
Alegna Adam
Age: 21
Female
Player 3:
Ryan Holick
Age: 18
Male
Test Stage 2 Results
The players that had played the last time had a definite advantage over the new player. The new player still had fun and was able to hold their own, they weren’t immediately taken out of play, as being a good strategizer overall helps. There’s advantage to having experience for sure, but it doesn’t seem to make the game unplayable by any means
Test Stage 2 Reflection
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“Look, this board is still really awful.” “The font on these cards is pretty, I can read it so that’s nice. I mean the letter is in the corner incase I couldn’t.” “These two are cheating right? They’re good, they’re kicking my butt.” “Well, now I kinda miss all those cards.”
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Yes, I definitely need to fix the board as soon as possible. I’m glad that the font I chose is nice, I tried to pick a pleasant one that was still legible. I also put the letter in a normal font in the top right corner so they could look at that if they got confused. It can be a little hard for a new player to jump in and play with people more experienced, but I believe this to be true of most strategy games. There’s little luck involved so knowing the rules is how you play well. I think the amount of cards was good; it would be hard going from unlimited to 10. The players didn’t drop them and they tried using them more.
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The cap on the cards had players stuck with cards they didn’t necessarily want, and had a hard time attacking at some points. I will add a rule for discarding cards in their hands.
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They knew how to set-up because I actually included that set of rules this time, so that worked exactly as I hoped. They didn’t have to deal with an entire slue of cards, it made the more manageable it seemed.
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Players asked 5 questions this time. We had a new player so she had to ask a couple of questions; they could almost all be answered by the other, veteran players. She was a bit confused about combat the first few times. When she went to attack she stopped to ask what territories she could attack, and how she would know if she would win. She then had questions when she was being attacked.
Detailed Design & testing
New Mechanic
The mechanic that I added was that each of the different character pieces has it’s own ability; this was inspired by a comment in the last playtest. The wizard can draw the top card from the discard for one of their cards each turn, the fairy has an extra movement per turn, the dragon starts with an extra territory already, and the elf can look through the draw pile for one card each turn.
Play Testers Stage 3
Player 1:
Francisco Tatis
Age: 22
Male
In-person
Player 2:
Ryan Holick
Age: 18
Male
In-person
Test Stage 3 Results

Figure 1: Left. Francisco has chosen the fairy and taken his turn, the ability of the fairy allowed 4 moves. Right. Ryan has the dragon and started with one territory already.

Figure 2: The first battle, it ended in a tie, no one lost anything but cards.

Figure 3: Francisco makes his last stand, but loses the current battle. Ryan played aggressively, sacrificing extra free territories in order to take down the extra moving fairy faster.
The added mechanic seemed to make them play differently. Francisco went with a less aggressive, and move movement orientated style, because his characters strength was an extra move. Ryan went more aggressive because he knew the movement was an advantage because it meant more cards, and wanted to limit that. The players responded well to the new mechanics, and enjoyed them and the way they changed the game.
Test Stage 3 Reflection
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“Oh the characters do something now, that’s really cool!” “I’ll get an extra card right from the start, that’s a good advantage!” “Moving extra is more overpowered.”
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The point of the new mechanic was to get the players to choose more wisely about the actual characters they picked. The dialogue proved that this was the case as the debated to, themselves mostly, which would be the best.
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I really didn’t notice too much wrong except that I may want to add more territories to the map, now that they knew how to play the game finished up quickly.
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I want to expand the map. Perhaps a way to test this would be to use a risk board. That’s around the size I want my map to be.
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I think the new mechanic changed how the players played. This isn’t necessarily a bad thing at all. I thing ill keep it but maybe make it an optional rule for added dynamic.
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0 questions were asked. These players had played before, and knew the rules; the mechanic was simple enough that no questions were raised.
Play Testers Stage 4
Player 1:
Francisco Tatis
Age: 22
Male
Player 2:
Alegna Adam
Age: 21
Female
Player 3:
Ryan Holick
Age: 18
Male
Test Stage 4 Results

Figure 4: Left, Alegna chose the fairy for its extra movement. Middle: Ryan was confident in the dragon and chose him again. Right, Francisco chose the elf this time and is riffling through the draw pile at the end of his turn.

Figure 5: Francisco tries to plow forward into Alegna's territories. He successfully conquers her territory.

Figure 6: While pushing forward, Francisco's back-lines are attacked, and captured by Ryan's dragon.

Figure 7: Alegna quickly realized her biggest threat was the elf's ability to choose any card. She quickly took Francisco out and he sits by, frustrated by another lose. (Alegna looks on proudly)
Alegna played a lot less aggressively last test, she was eliminated due to this. This time she played very aggressive, and wiped out an opponent, this could be due to the nature of the character abilities. The elf’s ability to choose a card each round gave him an advantage, so she felt that he needed to be removed in order for her to claim victory.
Test Stage 4 Reflection
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“I have to think about my choice now and not just go with the purple guy!” “I’m enjoying this extra movement, very nice.” “So I tried the extra movement already so I wanna try a new guy this time.”
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The character abilities added a big dynamic. Francisco chose a new character each time to try out different abilities and strategies. This is what I had intended, for the players to have unique experiences each time they played.
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The game went by really fast, the board is much too small for more than 2. Had I tried with 4 people there would have been so few spaces, I definitely need to increase the map size.
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The board was an issue for me the entire time, with limited resources I had to just put it on a 8”x11” paper and that was much too small. If I were to do anything different, it’d be to increase the map.
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The same as before, I think maybe the dragon may be slightly underpowered. He may have won the first round but that was due to being extremely aggressive.
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0 questions were asked. These players had played before, and knew the rules; the mechanic was simple enough that no questions were raised.
Final Reflection
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It’s a lot of work to up keep a design documentation, but helpful. As I updated I didn’t need to do as much work with finding the new rules to get to my players, they were right where they were supposed to be.
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It really took things step by step. Each issue that arose could be addressed quickly because it was just one step at a time. Each stage to the next was a new yet similar experience and it was amazing to see my game grow.
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It can be hard to put your “baby” out there to be criticized, and people will criticize! I also know how necessary it is, had I put this game right out to the public it would have failed. The map was too small, I forgot to do the set up rules, play testing is important!