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==In digital games== | ==In digital games== | ||
Part of the 1997 [[Magic: The Gathering (MicroProse)|Microprose ''Magic: The Gathering'']] game was a "semi-expansion" of 12 cards, known as ''[[Astral]]''. The ''Astral'' cards incorporated various | Part of the 1997 [[Magic: The Gathering (MicroProse)|Microprose ''Magic: The Gathering'']] game was a "semi-expansion" of 12 cards, known as ''[[Astral]]''. The ''Astral'' cards incorporated various random attributes that would have been difficult or impossible to replicate in real life.<ref>{{DailyRef|feature/astral-cards-2009-02-12|Astral Cards|[[Wizards of the Coast]]|February 12, 2009}}</ref> | ||
In the same vein, random effects returned in the ''[[Alchemy]]'' of [[MTG Arena]]. They can also be used on [[acorn]] cards. | In the same vein, random effects returned in the ''[[Alchemy]]'' of [[MTG Arena]]. They can also be used on [[acorn]] cards. | ||
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;Random piles | ;Random piles | ||
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*<c>Whims of the Fates</c> | *<c>Whims of the Fates</c> | ||
Revision as of 08:50, 28 November 2023
Some Magic cards and rules ask for a decision to be made at random. Beyond the plain English definition of the word, several rules offer further guidance as to how these decisions should be made.
Description
Mark Rosewater has described randomness as a state that, if not interfered with, has unpredictability.[1] Richard Garfield states that any game whose outcome is not a foregone conclusion has a degree of luck.[2]
Randomness is first introduced to the game when each player shuffles their libraries before the game. A shuffled card deck is a very high variance game engine but is more palatable as a source of randomness due to personal influence upon it (i.e. deckbuilding) and because it comes with being a card game. Other sources of randomness like flipping a coin or rolling a die are often too transparent about their randomness for most players to enjoy regularly.[3]
While the Comprehensive Rules state only that libraries must be in a state such that no player knows their order, the Tournament Rules go into substantially more detail. Notably, the Tournament Rules state that pile shuffling alone is not adequate. Additionally, players must have the option of performing a final shuffle of their opponent's deck. At the Competitive and Professional Rules Enforcement Levels, players must shuffle their opponent's decks.[4]
The Tournament Rules suggest a die roll or coin toss as a random method for determining which player will play first in the first game of a match.
When flipping a coin, other sources of randomness are allowed, as long as there are two outcomes of equal likelihood and all players agree to that substitution.
Rules
From the Comprehensive Rules (June 7, 2024—Modern Horizons 3)
- 701.20a To shuffle a library or a face-down pile of cards, randomize the cards within it so that no player knows their order.
From the Comprehensive Rules (June 7, 2024—Modern Horizons 3)
- 705. Flipping a Coin
- 705.1. Some cards refer to flipping a coin. A coin used in a flip must be a two-sided object with easily distinguished sides and equal likelihood that either side lands face up. If the coin that’s being flipped doesn’t have an obvious “heads” or “tails,” designate one side to be “heads,” and the other side to be “tails.” Other methods of randomization may be substituted for flipping a coin as long as there are two possible outcomes of equal likelihood and all players agree to the substitution. For example, the player may roll an even-sided die and call “odds” or “evens,” or roll an even-sided die and designate that “odds” means “heads” and “evens” means “tails.”
- 705.2. Some effects that instruct a player to flip a coin care only about whether the coin comes up heads or tails. No player wins or loses a coin flip for this kind of effect. For all other effects that instruct a player to flip a coin, the player that flips the coin calls “heads” or “tails.” If the call matches the result, the player wins the flip. Otherwise, the player loses the flip. Only the player who flips the coin wins or loses the flip; no other players are involved.
In digital games
Part of the 1997 Microprose Magic: The Gathering game was a "semi-expansion" of 12 cards, known as Astral. The Astral cards incorporated various random attributes that would have been difficult or impossible to replicate in real life.[5]
In the same vein, random effects returned in the Alchemy of MTG Arena. They can also be used on acorn cards.
List of cards with random effects
- Random artifact
- Random artifact creature
- Random attacker
- Random card
- Random color
- Random creature
- Call from the Grave
- Cinderheart Giant (opponent controlled)
- Last One Standing
- Season's Beatings (acorn)
- Random creature card
- Better Offer
- Box of Pandora
- Clone Crafter
- Fragment Reality
- Goblin Polka Band
- Lae'zel, Illithid Thrall
- Orcish Catapult
- Pool of Vigorous Growth
- Random creature type
- Random effect
- Random graveyard
- Random integer
- Haktos, the Unscarred (2, 3, or 4)
- Random land
- Random opponent
- Maddening Hex
- Raving Dead
- Ruhan of the Fomori
- Vial Smasher the Fierce
- Witch Hunt
- Zaffai, Thunder Conductor
- Random number of creatures
- Random permanent
- Capricious Efreet (nonland)
- Haphazard Bombardment (non-enchantment)
- Power Struggle
- Tyrant of Discord
- Wild Swing (non-enchantment)
- Random piles
- Random player
- Random power and toughness
- Necropolis of Azar
- Outlaw's Merriment (also random ability)
- Random target
References
- ↑ Mark Rosewater (May 04, 2009). "Kind Acts of Randomness". magicthegathering.com. Wizards of the Coast.
- ↑ Richard Garfield (November 29, 2010). "Lost in the Shuffle: Luck and Games". magicthegathering.com. Wizards of the Coast.
- ↑ Mark Rosewater (March 02, 2020). "Variance, Part 2". magicthegathering.com. Wizards of the Coast.
- ↑ "Magic: The Gathering® Tournament Rules". Retrieved 16 December 2016.
- ↑ Wizards of the Coast (February 12, 2009). "Astral Cards". magicthegathering.com. Wizards of the Coast.