Games PC Magic - The Gathering - Battlegrounds
Developed by Secret Level - Atari (2003) - Card Battle - Rated Teen
As in the original collectible fantasy card game from Wizards of the Coast, Inc., players of this online virtual version select a duelist and two of five deck colors in an effort to defeat rivals by reducing their life to zero. The game offers a single-player Quest Mode divided into six chapters, each offering up to 15 individual quests. Quests consist of duels between rival opponents, mini-bosses, and bosses that hold under their power a specific creature or spell. By defeating powerful enemies... Read more
Developer: Secret Level
Release Date: November 20, 2003
Controls: Keyboard, Mouse
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WELCOME TO MAGIC: THE GATHERING
Take control of powerful duelists and engage in epic duels for magical supremacy online. Whether cracking the earth with powerful spells or summoning ferocious minions, you will have to use both brains and brawn to defeat your enemies. Overwhelming challenges surround you the time has come to focus your energies and unleash the power within!
Size and height of creatures Speed of creature Wizard movement MAIN MENU
From the Main Menu, you can choose from the following options:
A Note to Players of the Magic: The Gathering Card Game
If you have played the Magic: The Gathering card game, then you already understand the fundamentals of mana, life points, creatures, enchantments, sorceries, and other important game rules. Although Magic: The Gathering Battlegrounds uses many of the same game mechanics, it played in real-time, which fundamentally alters certain aspects of the game. The following concepts do not translate to Battlegrounds:
Quest is a six-chapter adventure that will teach you basic and advanced dueling techniques and tactics. Complete the entire adventure to unlock duelists that are hidden in the game. See Quest on page 8 for more information.
You do not draw and discard cards all of your spells are available at all times. There is no graveyard. Spell stacking is not applicable. There is no four-card limit for spells you can cast a spell as many times as
you are able.
Put your customized duelists and spellbooks to the test against human opponents. Choose the duelists and spellbook, determine the length of time for each round and the number of rounds, and duel! See VS Duel on page 9 for more information.
You are limited to two colors per deck. You are limited to 10 spells per deck. Mana costs are different than the cards. Sorceries and instants are combined under sorceries. There are no creature enchantments. There are no artifacts. You can only have two enchantments in play at once. You can only have five creatures in play at once. You have a shield. You have a duelist attack. Creatures fight until they are dead. Damage is permanent. Some creatures block. The video game takes place in an arena. Spells are cast by picking up mana crystals not by playing Lands. Mana regeneration occurs over time. Most creatures attack, but some block. Others run to the back and perform
In the mood for a quick series of duels? Arcade Duel lets you duel against computercontrolled opponents using predetermined characters. See Arcade Duel on page 9 for more information.
Got your spells sorted and your strategies dialed? Then youre ready to take it to the next level online play against human opponents from around the world. See Duel Online on page 9 for more information.
If you leave the game idle for a period of time, it will switch to Demo, where you can watch two random computer-controlled opponents duel for a single round. Note: Press any key during a Demo duel to return to the Start Screen.
Adjust game and duel settings. See Options below for more information.
Controls Configuration Customize commands for keyboard, mouse and gamepad controls. Click on the Switch Player button to customize controls for a particular player. When you are satisfied with your configuration, click on the Save button to save your setup and the Back button to return to the Options Menu. Note: Gamepads are the recommended controller. Although it is not recommended, it is possible for two players to share one keyboard.
an ability. Unsummon forces creatures to respawn, not to re-summon. Flying creatures do not interact with ground creatures. They attack only other flying creatures or directly to the enemy duelist. Since the game takes place in a 3D environment, strategies that are not possible in the card game quickly emerge and become key elements in determining victory. These include:
Creature placement Speed and timing of spells Timely mana collection
Set volume for music, sound effects and voice.
Sorcery spells are powerful incantations that produce a wide variety of results.
Set time limit of the match, the number of rounds (1, 3 or 5), Quest difficulty and spellbook display.
The Spellbook Editor allows you to create new spellbooks or modify existing spellbooks. The Spellbook Editor will lead you step-by-step through the creation of a new book. The following rules apply to spellbook creation:
Depending on a sorcerys color, its results can range from powerful direct damage to creature enhancement, from regeneration to life-draining, and more. See Spell Reference on page 10 for more information. Enchantments are like permanent sorcery spells that produce global effects, such as speeding up one duelists creatures. Once cast, an enchantment functions continually until it is removed by a spell. Each duelist can have only two enchantments in play at a time. Note: Not all of the colors of magic have enchantments. Each spell requires you to spend a certain amount of mana, specified by the Mana Bars. You can cast any spell in your spellbook at any time if you have the required mana. Each spell category is associated with a key: J for for sorceries; K for creatures; and L for enchantments. Pressing one of these keys opens your spellbook and displays the spells in that category.
Spellbooks must be either one or two colors. You cannot have more than ten spells in your spellbook. You cannot have more than nine sorceries in your spellbook. You cannot have more than four enchantments in your spellbook. You cannot have more than seven creature spells in your spellbook. GENERAL RULES
Mana is magical energy, the firepower that allows you to cast spells. Every spell requires a certain amount of mana to cast more powerful spells require more mana. As the duel progresses, mana appears on the ground as crystals. Simply run over a mana crystal to add it to your Mana Bar. Picking up a mana crystal increases the total amount of mana available to you, but does not regenerate all of the mana in your Mana Bar. Each time you pick up a mana crystal, a mana timer begins that determines when the next crystal becomes available. The faster you gather mana crystals, the faster the next one appears.
Each page of your spellbook contains three spells, which you cast by pressing the J, K or L keys. You can press U or O to turn to a new page in your spellbook. Press I to return to the Spell Casting category selection.
The time it takes to cast a spell is directly related to the amount of mana it takes to cast that spell. The more mana a spell requires, the longer it takes to cast that spell.
When you cast a creature spell, it comes to life at a speed relative to its casting cost. While a creature is being summoned it cannot attack or defend. Most creatures will rush toward the opposing duelist and attempt to deal damage. (Some creatures have other special purposes and do not attack.) If a creature reaches an enemy duelist unopposed, it will do damage equal to its power directly to the duelists health points. If the creature crosses paths with another creature, it will deal its damage to that creature. It will also take damage equal to the opposing creatures power. If either creature sustains damage equal to its toughness, it is destroyed. Once a creature deals its damage, it fades away and rematerializes at its casting point. Note: Some creatures have special abilities such as flying, regeneration and trample that alter the basic rules of combat. See the Glossary on page 16 for more information about special abilities.
Mana slowly regenerates after you cast a spell. However, there are other ways to regenerate mana. For example, you can repeatedly tap the I key for a slight boost in regeneration. Also, as creatures die, they drop mana shards equal to their casting cost. You can run over these shards to regenerate mana, but doing so will not increase your current Mana Bar. In addition, the more mana available in your Mana Bar, the faster it regenerates. Some Green spells and creatures have mana-generating abilities. See Spell Reference on page 10 for more information.
Crossing the Line
If you cross over the center line onto your opponents half of the arena, your duelist will begin taking damage every two seconds. You cannot cast spells, regenerate mana or raise your shield while you are on your opponents side of the arena, but you can steal your opponents mana crystals and shards, and possibly perform carefully timed melee attacks.
Ready for some real competition? Duel Online mode lets you compete against other players via the Internet, using your choice of duelists and spells. You can also download exclusive spells and accessories, as well as participate in online tournaments. First you need to create an account from the login screen. Once you have an account you can log into the match making server where you can chat with and challenge other players. For up-to-date information about online dueling, consult the ReadMe file (see The ReadMe File on page 2).
Before you can begin a Quest game, you must first select and name your duelist. Quest consists of six chapters broken into a variety of quests. When you successfully complete a quest, you will acquire a new spell that you can add to your duelists spellbooks. This spell will immediately appear in your duelists spell collection. Completing a chapter unlocks other special items.
Black spells are best at creature destruction even regenerating creatures dont stand a chance against blacks abilities. A duelist commonly uses black spells to drain life from opponents and the creatures they summon this provides the duelist the necessary strength to cast his or her pain-inflicting creatures.
SPELL Carnophage Dark Banishing TYPE 2/2 Creature Sorcery DESCRIPTION Carnophage drains 1 life from its controller each time it respawns. Dark Banishing destroys the closest non-black enemy creature. flying When Deaths-Head Buzzard is destroyed, each creature temporarily receives -1/-1 until it respawns. ability Harbinger of Night causes all creatures, including itself, to receive -1/-1 permanently every 5 seconds. flying When Havoc Demon is destroyed, each creature temporarily receives -5/-5 until it respawns. Hellfire destroys all non-black creatures and drains 3 life, plus 1 life for each creature destroyed, from the caster. Infest makes each creature temporarily receive -2/-2 until it respawns. Juzm Djinn drains 1 life from its controller each time it respawns. blocking change If Krovikan Vampire destroys a creature, that creature comes into play under Krovikan Vampires controllers control and attacks the enemy duelist. If Krovikan Vampires controller loses control of Krovikan Vampire, all such controlled creatures are destroyed. Liability drains 1 life from a duelist each time one of that duelists creatures is destroyed. No Mercy destroys any creature that deals full damage to No Mercys controller. If No Mercys controller successfully shields the damage, the creature is unaffected. flying Sengir Vampire gains +1/+1 permanently each time it destroys an enemy creature. Soul Feast drains 4 life from the enemy duelist and gives it to the caster. Vicious Hunger drains 2 life from the closest enemy creature and gives it to the caster. ATTRIBUTES
Deaths-Head Buzzard 2/1 Creature
Blue spells focus on confusing the enemy by draining mana, canceling spells and even making copies of other creatures! The blue duelist must always be vigilant toward others paying close attention to his opponents incantations and Mana Bar in order to defend himself against powerful spells.
Harbinger of Night 2/3 Creature
Green spells do two things extremely well: generate mana and summon creatures with high power and toughness for a relatively low mana cost. The trample ability is strictly a green mechanic that boosts a creatures aggressiveness, and regeneration helps keep creatures alive at minimal cost. While green duelists cant cast flying creatures, their ground creatures are so good that it usually doesnt matter.
Red spells rely on direct damage to rapidly reduce an enemys resources and health. Creatures with haste move considerably faster than most, getting to an enemy sooner. Once an enemy is low on health, red direct damage spells can finish the job.
Juzm Djinn Krovikan Vampire
5/5 Creature 3/3 Creature
White spells are defensive in nature and many can help you gain health and increase the chances of winning a duel. However, creatures with first strike can be quite fearsome, since they deal all of their combat damage before other creatures. White is also excellent at destroying enchantments.
SPELL Air Elemental Clone Counterspell TYPE ATTRIBUTES 4/4 Creature flying Sorcery Sorcery DESCRIPTION Clone summons a new instance of the closest creature. Counterspell cancels any spell the enemy duelist is currently casting. Cowardice makes any creature targeted by a spell respawn instead of that spell resolving. Deluge freezes all ground creatures for 5 seconds.
SPELL Ancient Silverback Avatar of Might TYPE ATTRIBUTES 6/5 Creature regeneration 8/8 Creature trample DESCRIPTION Avatar of Might costs if the enemy duelist controls 4 or more creatures than the caster.
Defiant Elf Elvish Warrior Giant Growth
1/1 Creature trample 2/3 Creature Sorcery
Deluge Fighting Drake Horned Turtle Mages Guile
Sorcery 2/4 Creature flying 1/4 Creature blocking Sorcery
2/4 Creature blocking
Giant Growth gives the casters closest creature a +3/+3 bonus until it respawns. Giant Spider blocks flying creatures as well as ground creatures.
Mages Guile makes the casters closest creature unable to be targeted by spells until it respawns. Mages Guile does not work against spells that affect more than one creature. Mana Short drains all the enemy duelists mana. Pendrell Mists makes each creature drain 1 mana from its controller every time it respawns. If the mana doesnt exist, the creature is destroyed. Spelljack steals any spell the enemy duelist is currently casting. Unsummon forces the closest enemy creature to respawn.
Gorilla Chieftain Llanowar Elves Overrun
3/3 Creature regeneration 1/1 Creature ability
Mahamoti Djinn Mana Short Pendrell Mists
5/6 Creature flying Sorcery Enchantment
Priest of Titania
Tranquility Untamed Wilds
Unsummon Wind Drake
Sorcery 2/2 Creature flying
Llanowar Elves generates 1 mana shard every 5 seconds. Sorcery blocking change Overrun gives each of the casters creatures a +3/+3 bonus and trample until it respawns. 1/1 Creature ability Priest of Titania generates 1 mana shard for each Elf in play every 5 seconds. Sorcery blocking change Run Wild gives the casters closest creature trample and regeneration until it respawns. 4/4 Creature trample Rushwood Elemental gains +1/+1 permanently whenever it respawns. Sorcery Tranquility destroys all enchantments. Sorcery Untamed Wilds causes 1 mana crystal to appear immediately. It does not affect the generation of other mana crystals.
Thunder Spirit Venerable Monk
2/2 Creature flying; first strike 2/2 Creature
3/4 Creature flying
Wrath of God Youthful Knight
Sorcery 2/1 Creature first strike
Venerable Monk gives its controller 2 life when it comes into play. Warrior Angel gives its controller life equal to the damage it deals. Warriors Honor gives each of the casters creatures a +1/+1 bonus until it respawns. Wrath of God destroys all creatures.
Ability This creature performs a special ability instead of attacking. It moves to the back of the arena, out of the way of combat. It may attack after being affected by certain spells. Blocking Change If a blocking or ability creature is affected by this spell, that creature will attack. Blocking Creature This creature stays where summoned and attacks any enemy creature or duelist that comes near. It may attack after being affected by certain spells or creatures. Creature Battles Creatures fight until one is destroyed. The surviving creature respawns at its casting point. Creature Creatures have a power and toughness that can be used for offense or defense. Enchantments Enchantments are like permanent sorceries that continuously function until the end of the match or until they are removed with a spell. First Strike* This creature deals its combat damage before other creatures do. If a creature with first strike deals lethal damage, it takes no damage from the other creature. Flying This creature cannot interact with ground creatures. Haste* This creature moves significantly faster than other creatures. Hasted creatures cannot be additionally hasted. Health Each duelist begins a duel with 20 health. The first duelist to lose all of his or her health loses the duel. If time runs out, the duelist with the lowest health loses. If both have the same amount of health, it is a draw. Health Bar Each duelist begins a duel with 20 health when a duelists health drops to zero, that duelist loses. If health rises above 20, the Health Bar will change color. Mana The energy that duelists use to cast spells. Mana Bar Displays the amount of mana crystals that have been picked up. The mana bar replenishes itself over time. The more mana you have, the quicker your mana regenerates. Mana Crystal Picking up one mana crystal increases your overall max mana by one. Max Mana The number of mana crystals that a duelist has picked up. Mana Shard Mana shards are generated by some creatures with special abilities. They also appear in the arena after a creature dies. Four shards equal one mana point. Mana shards replenish but do not increase your mana pool.
Power/Toughness Power is the amount of damage a creature deals per attack. Toughness is the amount of damage a creature can take before it is destroyed. Regeneration* When this creature takes lethal damage, it respawns with full power and toughness for a cost of. If that mana is not immediately available, the creature is destroyed. Sorcery Sorceries have an instant effect, such as countering a spell, dealing direct damage, or creating a mana crystal. Spell Casting To cast a spell, press the appropriate key. The more the spell costs, the longer it takes to cast. Trample* This creature does not respawn until it successfully attacks the enemy duelist. *An icon will appear beneath any creature that has this ability.
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As in the original collectible fantasy card game from Wizards of the Coast, Inc., players of this online virtual version select a duelist and two of five deck colors in an effort to defeat rivals by reducing their life to zero. The game offers a single-player Quest Mode divided into six chapters, each offering up to 15 individual quests. Quests consist of duels between rival opponents, mini-bosses, and bosses that hold under their power a specific creature or spell. By defeating powerful enemies, players can acquire magic artifacts to help in battle, along with new spells and monsters to summon. Online support includes a worldwide ranking and record-keeping function, downloadable content such as clothing and accessories for onscreen duelists, special tournaments, forums, voice chat, an active friends list, and more. ~ All Game Guide
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