Article 4HQ7N Sorcerer’s greatest trick? Shrinking a CCG experience into a single box

Sorcerer’s greatest trick? Shrinking a CCG experience into a single box

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Ars Staff
from Ars Technica - All content on (#4HQ7N)
Sorcerer_Deck_Animist-800x533.jpg

Enlarge / From the animist deck. I hope you like spiders...

Welcome to Ars Cardboard, our weekend look at tabletop games! Check out our complete board gaming coverage at cardboard.arstechnica.com.

Card battle games are a cornerstone of analog gaming. From the venerable Magic: The Gathering to the recently departed Android: Netrunner, their addictive blend of brainy strategy and beautiful artwork have brought millions of players to the table. Their other big draw? The potential for personalization-players can spend hours honing and perfecting their decks, tweaking tactics and hunting for powerful card combinations.

It's a rich, engrossing process, but it's not for everyone. If recent releases are anything to go by, a substantial audience of gamers would rather just skip it. Keyforge, the recent game from Magic creator Richard Garfield, removed custom decks from the equation, instead handing players pre-assembled, algorithmically generated collections of cards. And now there's Sorcerer, the latest release from Star Realms studio White Wizard Games. The game takes a more low-tech approach to bypassing deck construction, throwing players straight into a battle of cunning, cleverness, and giant spiky demons.

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