Sunday, October 14, 2018

#Moxtober 14: Clock

During the month of October is #Inktober! Each day has a single-word prompt, but instead of inking something, I design a Magic: The Gathering mechanic to fit the word. This is called #Moxtober.

(#Moxtober was previously named #Meltober, named after "Mel", the more mechanically-inclined counterpart to "Vorthos" of the aesthetic profile spectrum.)

Day 01: "poisonous"
Day 02: "tranquil"
Day 03: "roasted"
Day 04: "spell"
Day 05: "chicken"
Day 06: "drooling"
Day 07: "exhausted"
Day 08: "star"

Day 09: "precious"
Day 10: "flowing"
Day 11: "cruel"
Day 12: "whale"
Day 13: "guarded"

Today's prompt is: "clock"

Okay, so the day die. It's a D4! There are four phases of day: dawn, noon, dusk, and midnight. These can be represented as 1, 2, 3 & 4, respectively. Dawn and noon are equal to daytime while dusk and midnight are equal to nighttime. The specially-created day die would have sun and moon symbols.

In a two player game, the day advances at the start of every turn of the player that started the day-tracking. In a three-player game, this changes, as there are odd turns.

The reason why the day advances at the start of every second turn instead of every turn is because I wanted to ensure players can experience every one of the four parts of day. Otherwise, while each player can still experience daytime and nighttime, they'd miss half of the parts of the day.

Initially, I was writing out reminder text that didn't require referencing a day die, but the reminder text became too wordy otherwise. Also, my initial inclination for wording this reminder text was to write "every other turn," but I figured that could be confused for the day advancing during every/each other player's turn instead of there being skipped turns for day advancement.

In whatever set this mechanic appears in, the commons would only care about daytime or nighttime. Uncommons and higher rarities can care about more specific parts of day, like midnight.

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