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Magic: The Gathering -- Puzzle Quest Coming to iOS/AND/Amazon This Fall

bryehn

Member
PR from D3 Go!

LOS ANGELES – August 25, 2015 – D3 Go! and Wizards of the Coast have partnered to create Magic: The Gathering - Puzzle Quest, a mobile game that blends the hypnotic match-3 puzzle elements of the popular Puzzle Quest franchise with the strategic gameplay and expansive lore of the groundbreaking Magic: The Gathering trading card game (TCG). Magic: The Gathering - Puzzle Quest will be available to download for free on the App Store, Google Play and the Amazon Appstore this fall. Fans will have a chance to be among the first to play Magic: The Gathering - Puzzle Quest in the Annex at PAX Prime 2015 in Seattle on August 28-31.

Players will engage in pitched conflicts with rival Planeswalkers and monsters through intense match-3 puzzle battles, earning levels and amassing a collection of powerful creatures, spells and artifacts along the way. Developed by Hibernum Creations, Magic: The Gathering - Puzzle Quest adds the extensive universe of the acclaimed TCG to the engrossing gameplay of the Puzzle Quest franchise, as players participate in quests, daily events and tournaments for epic rewards.

“Magic: The Gathering - Puzzle Quest is the ideal marriage of the deep lore and strategic elements of Wizards of the Coasts’ iconic series, along with the gripping match-3 gameplay of one of the most popular puzzle game series in history,” said Peter Andrew, vice president of publishing, D3 Go!. “From the competitive tournaments, to the intense in-game battles, Magic: The Gathering - Puzzle Quest perfectly encapsulates the strongest elements of both franchises to create something compellingly new, yet perfectly intuitive to Magic fans and puzzle gamers alike.”

“Magic: The Gathering is loved by more than 20 million fans,” said Elaine Chase, Sr. Director: Global Brand Strategy & Marketing, Wizards of the Coast. “We’re excited to work with D3 Go! to create a new way for fans to experience Magic, and to introduce our Planeswalkers and the Multiverse to an entirely new audience of players.”

For more information on the upcoming worldwide launch of Magic: The Gathering - Puzzle Quest, please follow us on Twitter @MtGPuzzleQuest or like us on Facebook at www.facebook.com/MagicPuzzleQuest for further updates and details.

Magic%20Puzzle%20Quest_Game%20Board.PNG

EDIT: Update from PR

Developed by our Montreal-based studio, Hibernum Créations,

The game will be showcased at Pax Prime in Seattle at the D3 Go! booth, August 28-31.

The developer's mobile catalog is pretty solid, hope they can make this decent.
 
Dang, was hoping for a game that was just a collection of a bunch of those actual card game puzzles they had in the recent MtG releases. Where you were given a set of circumstances and had to survive the next 3 rounds, or win in one turn, etc. Those were fun.
 
Oh man!!! EPIC!! My Wife is absolutely loved Puzzle Quest 2!! First real RPG she played to completion. Can't wait to see what she thinks of this!
 
I'm happy this is finally announced - I've been working on this for a few months now. Obviously I can't answer questions yet, as I'm not gonna do any sort of official PR or anything, but yeah, this is at least partly gaffer-made. :)
 
Puzzle Quest went to shit when they went free to play. Hopefully this is more like the first 2 but I'm not holding my breath.
 
I'm happy this is finally announced - I've been working on this for a few months now. Obviously I can't answer questions yet, as I'm not gonna do any sort of official PR or anything, but yeah, this is at least partly gaffer-made. :)

Awesome to hear man!
 
Holy shit. Having over 10k MTG cards from 93-98 and owning both Puzzle Quests in DS (and one in PS3). Going to so DL this.

Facebook / MagicPuzzleQuest said:
Magic: The Gathering - Puzzle Quest will be available to download for free on the App Store, Google Play and the Amazon Appstore this fall.
 
Awesome to hear man!

Yeah, I'm excited. I can't wait to see how you folks like it, and probably can give feeback and such. I'm mostly in charge of the card design and such but I've had my hand in everything, really. The other designer working on this with me is gonna be at PAX this weekend, so if anybody goes and sees him say hi, he probably won't understand why but I'll have good fun with him when he's back :)
 
While this is mediocre and everything (even the screenshots look like trash) I can't help but notice how good Wizards is at avoiding a decent M:tG game.

Edit:

I see a Dev has posted. Please take no offense to my salty and shitty ass attitude. I'm just tired of M:tG games that aren't as faithful to the amazing card game as they should be.
 
While this is mediocre and everything (even the screenshots look like trash) I can't help but notice how good Wizards is at avoiding a decent M:tG game.

Edit:

I see a Dev has posted. Please take no offense to my salty and shitty ass attitude. I'm just tired of M:tG games that aren't as faithful to the amazing card game as they should be.

Ha! None taken, really. I personally would much rather have someone be salty and actually talk about it and why you're salty. Feedback is feedback, and I always appreciate it, even if sometimes it's a bit more negative.
 
i'll give this a look but I won't have any hopes.
after adeventure time puzzle quest came out and it was terrible (and this is coming from someone who still sorta plays marvel puzzle quest 2 years later) I can't imagine this game will be very good.

it will still have the main flaw the adventure time one did (and the marvel one has to just a slightly less horrible degree).

over priced character slots. I don't mind grinding for money for slots or what not, but offering the player 50 character choices and going... you can only keep 6 unless you shell out a couple hundred (yes hundred, I didn't do the math on adventure time, it might actually be thousands) dollars (after the first couple slots the slots start costing 5-$10 each and as you get closer to 50 in marvel it starts costing closer to $20 worth of in game currency, I don't have the adventure time slot costs but it it continued to scale the way ti was slot 50 would cost a couple million dollars to get :P) to get slots to fit them all

with adventure time the game is still basically in an alpha form, lots of skills that don't do what they say, typos, mechanics that just don't work well. heck adventure time puzzle quest still doesn't even have a daily log in rewards to help get money for people who just play casually.
 
This is a game I never knew I wanted. Sounds like a fantastic pairing, I love Puzzle Quest and played tons of MTG back in the day.
 
i'll give this a look but I won't have any hopes.
after adeventure time puzzle quest came out and it was terrible (and this is coming from someone who still sorta plays marvel puzzle quest 2 years later) I can't imagine this game will be very good.

it will still have the main flaw the adventure time one did.

over priced character slots. I don't mind grinding for money for slots or what not, but offering the player 50 character choices and going... you can only keep 6 unless you shell out a couple hundred (yes hundred, I didn't do the math on adventure time, it might actually be thousands) dollars to get slots to fit them all

with adventure time the game is still basically in an alpha form, lots of skills that don't do what they say, typos, mechanics that just don't work well. heck adventure time puzzle quest still doesn't even have a daily log in rewards to help get money for people who just play casually.

If there's *one* thing I can tell you, is that there are absolutely NO character slots/etc. None whatsoever. It's far removed from Marvel Puzzle Quest in that regard - there's zero limits on what you can own. Everything you get you keep forever.

PR from D3 Go!
The developer's mobile catalog is pretty solid, hope they can make this decent.

We have worked on tons of projects, so yes, our catalog is very solid. :) I dare say we have some of the best artists in the business.
 
As interesting as this looks, I don't think I have time in my schedule for another F2P Puzzle Quest. I already have to grind MPQ 2-3 times a day in order to keep up in the events.
 
Ha! None taken, really. I personally would much rather have someone be salty and actually talk about it and why you're salty. Feedback is feedback, and I always appreciate it, even if sometimes it's a bit more negative.
The salt regarding online offerings is going to have very little, if anything, to do with your product. :)
 
If there's *one* thing I can tell you, is that there are absolutely NO character slots/etc. None whatsoever. It's far removed from Marvel Puzzle Quest in that regard - there's zero limits on what you can own. Everything you get you keep forever.

see, that is great information and thus I can actually care about this now. Thanks for letting me know.

Personally my ideal version of these games would let me just keep what I get without have to allocate resources to have space for them, and let me use money to speed up the process of getting stuff, pretty much exactly like Terra Battle does. (and it sounds like this game will do which makes me happy)

Nothing sours me faster on a game then getting a bit into it and realizing I can't use in game resources for getting new characters because I will have to allocate them all to just have room for characters I will get. It just feels needlessly greedy. With all of the flaws of adventure time puzzle quest I would still be playing it if it didn't have character slot costs as I like the IP and would want to get all of the characters. I'm not about to invest thousands of dollars or thousands of hours to do so.
 
Puzzle Quest for mobile, but they don't port it to Steam/PC. Meanwhile their shitty card client that is trying to copy Hearthstone but done badly and focused on mobile first with no better PC port is on Steam.

Wizards/Hasbro. WTF are you doing with your IP and putting it on platforms?
 
The salt regarding online offerings is going to have very little, if anything, to do with your product. :)

I'm well aware of that. I just hope people can look past whatever is making them salty and actually give it a try.

see, that is great information and thus I can actually care about this now. Thanks for letting me know.

Personally my ideal version of these games would let me just keep what I get without have to allocate resources to have space for them, and let me use money to speed up the process of getting stuff, pretty much exactly like Terra Battle does.

Nothing sours me faster on a game then getting a bit into it and realizing I can't use in game resources for getting new characters because I will have to allocate them all to just have room for characters I will get. It just feels needlessly greedy. With all of the flaws of adventure time puzzle quest I would still be playing it if it didn't have character slot costs as I like the IP and would want to get all of the characters. I'm not about to invest thousands of dollars or thousands of hours to do so.

I'm with you on that, honestly. While I can see the potential "gameplay" in having limited slots for whatever you gather (resource management and all that) it typically doesn't make for very interesting gameplay. I don't think we could have made that tradeoff, either - there's so many cards in MTG that if we started to limit players it would be so much more frustrating than in other games that do.
 
Ha! None taken, really. I personally would much rather have someone be salty and actually talk about it and why you're salty. Feedback is feedback, and I always appreciate it, even if sometimes it's a bit more negative.


I'm down for this. I've got 600 hours on Marvel Puzzle Quest and I love pumping out feedback on strategies here for Puzzle Quest titles and I look forward to doing that for this one too
Black Lotus will be OP lol
 
I'm down for this. I've got 600 hours on Marvel Puzzle Quest and I love pumping out feedback on strategies here for Puzzle Quest titles and I look forward to doing that for this one too
Black Lotus will be OP lol

Great! While there's always telemetry to analyse game difficulty and balancing and such, I always love to hear it from the players. It really helps to have reasoning behind raw data!
 
Great! While there's always telemetry to analyse game difficulty and balancing and such, I always love to hear it from the players. It really helps to have reasoning behind raw data!

You'll have my blade sir lol.
I love the Puzzle Quest games and MPQ has hit harder than any I've ever played because it added team building and 3 man setups. I'm eager to see what MTG PQ does. As a Culdcept fanatic, the card lover in me is quite interested in this.
 
I'm down for this. I've got 600 hours on Marvel Puzzle Quest and I love pumping out feedback on strategies here for Puzzle Quest titles and I look forward to doing that for this one too
Black Lotus will be OP lol

One thing I love about Magic is how OP stuff generally is. Would any of that transfer to a Puzzle Quest format whilr still remaining fair like the real life card game?
 
I know the thread hasn't been active in a little while, but there's a nice preview on Gamerevolution that goes into a bit more detail:

http://www.gamerevolution.com/preview/magic-the-gathering-puzzle-quest

Highlights for those interested!


  • Pick a planeswalker to play as
  • Knock the opponents life to zero using creatures or spells
  • you can only have three creature cards out at any given time and your creatures automatically attack the opponent at the end of your turn
  • Creatures can't block unless stated otherwise (like having the vigilance trait or something)
  • During your turn, you draw a card from your deck, composed of 4 copies of 10 cards just to keep things simple. You can then arrange your cards however you like on your hand or stack, and once you obtain enough mana from the board to cast the top card on the stack, it goes into play.
  • all mana contributes to the spell no matter the color, but your planeswalker does have favored and unfavored affinities with certain colors so as long as you match stuff you can cast stuff
  • any MTG cards that would be equipment, enchantments, and other permanents (and even some monster cards) have been transformed into support gems on the board with a shield around it. Match that gem to break its shield
  • at least 250 cards from the Magic Origins
  • more planeswalkers after launch
  • each planeswalker has an ultimate ability sort of thing that can be used after popping enough of the ability tiles on the board (reminds me of team up tiles or environmental tiles essentially in MPQ with a mix of Hearthstone's character powers)

From the sounds of it, if you played Marvel Puzzle Quest and have seen its 3 man team setup, you simulate this in MTG Puzzle Quest, but instead of superheroes you have creatures and those creatures come and go during the match as you summon them and the battle wont end if they die, but only if you get through enough of them to damage the opponent and remove their health (like normal MTG or Hearthstone or whatever).This is pretty sweet meaning I can prep multiple trios into my deck to take into battle to try and deal with folks. Nice to have a backup plan because as we all know from MPQ some teams can be counterpicked (like using Loki to eliminate tiles that the enemy placed to gain bonus damage from making matches)

That above is the key thing that I feel will start the ball rolling for us MPQ folks. Then the ability to cast permanents from Magic the Gathering as tiles that stay on the board and work until popped is good too. Folks used to, for example, Wolverine laying down attack multiplying gems on the board that continue to make all popped gems do more damage till you eliminate his tiles will understand this. Essentially this means that ANY trio of creatures can have ANY sort of bonus stuff added to their abilities.

For example, you have a creature that has a ton of health. You summon it by making enough matches to cast him and he is there essentially to keep you from losing health...a meat shield. However, your creatures automatically attack at the end of each turn so you cast a spell that is a permanent from Magic the Gathering that gives all attacking friendly creatures extra damage. Suddenly A tile is on the board and your blocker now hits hard and is eliminating the opponent's meat shields instead of just soaking up damage to keep your health safe. The enemy counters this by making matches on the board.

SIMPLE.

The real meat and potatoes is that at anytime it seems you can edit the order of your hand. This means that if my situation changes, I can sort my hand apparently so that after I make my move on the board, if it makes enough mana, it will cast the card that I need instead of just forcing the player to HOPE they draw what they needed next like in normal MTG...I think.

Did I understand this correctly? If so this DEFINITELY sounds crazy and fun. Count me in :)
 
One thing I love about Magic is how OP stuff generally is. Would any of that transfer to a Puzzle Quest format whilr still remaining fair like the real life card game?

I'd say yes. If not more so since instead of having to ALWAYS pack cards to destroy certain permanents it seems more likely that popping them on the board will be easier. Plus it sounds like you can stack your deck so a lot of random bad shuffle scenarios would be out.
 
Highlights for those interested!

[snip]

You pretty much got everything right.

A lot of the strategy revolves around building your deck of 10 cards so it synergizes well, then having creatures to deal damage over the long term, spells for big one-time effects and support cards that go straight to the board.

Rearranging your hand is also crucial as you get further into the game, as sometimes you will need a creature that will block to defend yourself so you'll want to prioritize that, sometimes you'll need a damage spell to remove some of their threats, etc. Also to note is that while cards typically will auto-cast once they are filled up, you can also choose not to auto-cast it so that you can keep it for when you need it later (you could fill up a big blocker in the beginning and put it out when the situation demands it, for example).

As for the MPQ reference, the big thing you can think of is this: in MPQ, you have a roster of 3 heroes, each with their HP pools and powers. If all 3 are dead, you lose the match. In MtgPQ, you have a single HP pool (your Planeswalker) but you essentially bring 10 powers to the fight, each with varying strengths and weaknesses. I find we managed to get a proper balance between the old PQ mechanics and mixing them up with Puzzle Quest so we'd have a fun experience that is also an evolution from the traditional PQ gameplay.
 
You pretty much got everything right.

A lot of the strategy revolves around building your deck of 10 cards so it synergizes well, then having creatures to deal damage over the long term, spells for big one-time effects and support cards that go straight to the board.

Rearranging your hand is also crucial as you get further into the game, as sometimes you will need a creature that will block to defend yourself so you'll want to prioritize that, sometimes you'll need a damage spell to remove some of their threats, etc. Also to note is that while cards typically will auto-cast once they are filled up, you can also choose not to auto-cast it so that you can keep it for when you need it later (you could fill up a big blocker in the beginning and put it out when the situation demands it, for example).

As for the MPQ reference, the big thing you can think of is this: in MPQ, you have a roster of 3 heroes, each with their HP pools and powers. If all 3 are dead, you lose the match. In MtgPQ, you have a single HP pool (your Planeswalker) but you essentially bring 10 powers to the fight, each with varying strengths and weaknesses. I find we managed to get a proper balance between the old PQ mechanics and mixing them up with Puzzle Quest so we'd have a fun experience that is also an evolution from the traditional PQ gameplay.

Hmmmmmm...just brainstoming over this a bit. Game design is one of my hobbies and I'm always fascinated with the Puzzle Quest POP 3 style systems.

Is there a minimum number of creatures required in a deck?

In a game called Culdcept there is not and there is a medal for playing a deck entirely without creatures...this lead to some interesting strategies that I fear may be a bit too powerful in this depending on the base health of the planeswalker and whether or not I can deal damage to the player via tiles on the board being popped.

You probably get where I'm heading with this...burn decks of a ton of cheap, directly player damaging spells. Essentially all you'd need is cascades and if you equipped any sort of cards that could change the color of tiles on the board it'd be at risk of a runaway since (depending on spellcard damage, multiplies, and planeswalker health) you theoretically might be able to deal damage faster in this manner than by using creatures due to the extra turns and card casting. Just a thought is all...course this would instantly be mitigated by any sort of limits on ability casting per turn, or by insuring that color change spells are highly expensive, but hey... at least you know why I'm asking.

Like with MPQ I fully intend to play strategist and devise any method possible to find things in this game. :P
 
I just want the original Puzzle Quest back on the App Store. It got pulled a couple of years ago and I missed out on it; meanwhile PQ2 is not as good.

For that matter, where's Puzzle Quest 3? All these licensed versions do nothing for me.
 
Puzzle Quest for mobile, but they don't port it to Steam/PC. Meanwhile their shitty card client that is trying to copy Hearthstone but done badly and focused on mobile first with no better PC port is on Steam.

Wizards/Hasbro. WTF are you doing with your IP and putting it on platforms?

We're never gonna get anything like Shandalar from the Microprose M:tG game again, are we? I mean, I've heard of Forge, with "all the cards" and "quest mode" and they can say things like it's all protected under some kind of open gaming license, but...ehhhh I'm not convinced.
 
I just want the original Puzzle Quest back on the App Store. It got pulled a couple of years ago and I missed out on it; meanwhile PQ2 is not as good.

For that matter, where's Puzzle Quest 3? All these licensed versions do nothing for me.

damn that sucks :( I can't find it in my purchase history either

hate it when they pull something from both the store and don't allow you to download it even if you bought it
 
Nobody asked for this.

I didn't ask for this...

I'm glad I didn't have to ask for it...for Marvel Puzzle Quest or even the regular Puzzle Quest games for that matter.

The puzzle quest formula of using bejeweled mechanics as mana to fuel attacks and team/deck building is one of those strokes of genius that you don't really know to ask for until you've experienced it in my opinion. No one expected the original Puzzle Quest to be such a breakout success and MPQ happened out of nowhere and did really well and continues to do well in a market thats hard to stand out in.

Puzzle Quest style Pop 3 is pretty much something that everyone seems to try and emulate or spinoff from to even compete in the genre. I'm glad they keep pursuing new licenses that allow them to keep making money to help keep making these kinds of games. I'm also glad they keep reinventing with each title new ways to challenge players and build strategies. Stagnation is a death sentence in this genre, but they somehow stay fresh and find new partners that help let them showcase new ways to explore their formula.

Thanks for keeping fresh in the market D3 GO!
 
Hopefully the mechanics are good and different enough from previous Puzzle Quest. I'm playing Gems of War at the moment and had some fun but ultimately it's like every f2p ccg combined with collecting colored mana. Would like a game that does something new otherwise it will be like playing the 5th kairosoft game where they have different themes but the gameplay is close to identical.
 
Hmmmmmm...just brainstoming over this a bit. Game design is one of my hobbies and I'm always fascinated with the Puzzle Quest POP 3 style systems.

Is there a minimum number of creatures required in a deck?

In a game called Culdcept there is not and there is a medal for playing a deck entirely without creatures...this lead to some interesting strategies that I fear may be a bit too powerful in this depending on the base health of the planeswalker and whether or not I can deal damage to the player via tiles on the board being popped.

You probably get where I'm heading with this...burn decks of a ton of cheap, directly player damaging spells. Essentially all you'd need is cascades and if you equipped any sort of cards that could change the color of tiles on the board it'd be at risk of a runaway since (depending on spellcard damage, multiplies, and planeswalker health) you theoretically might be able to deal damage faster in this manner than by using creatures due to the extra turns and card casting. Just a thought is all...course this would instantly be mitigated by any sort of limits on ability casting per turn, or by insuring that color change spells are highly expensive, but hey... at least you know why I'm asking.

Like with MPQ I fully intend to play strategist and devise any method possible to find things in this game. :P

I know it took forever for me to answer you, but I can tell you this:

Each Planeswalker has a specific "loadout" - restrictions that are set that limit the amount of our 3 different types of cards that can be in your deck. For example, one may have 4 creatures, 3 spells and 3 support cards, while others may be 6 creatures, 2 spells and 2 supports. These restrictions relax as you level up - while it starts out with a hard cap that goes straight to your 10 card deck, after a while you have flexibility in how you build your deck.

Also, unlike MPQ, you don't deal damage simply by matching gems. You need actual creatures, spells or support effects to deal damage.
 
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