Field Report 006 – "No Pressure, Just Chaos (The Good Kind)"
As a follow-up to Field Report 004: I got to play the Commander game tonight—and let me tell you, there was no need for nerves! It was an absolutely awesome experience, even though I didn’t win. The best part? We played using Archenemy rules—and that format is a game-changer for how new folks can join and enjoy a game.
Instead of the usual free-for-all Commander style, Archenemy flips the table:
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One player becomes the Archenemy, taking on the role of a supervillain with extra power.
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The rest of the table forms a team of planeswalkers, working cooperatively to bring down the big bad.
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The Archenemy gets a special deck of Scheme cards, one of which is revealed each turn. These schemes are wild—extra turns, free spells, global effects—and they push the story and the stakes forward.
It's less about politics and more about teamwork and theatrical moments, which made for a perfect low-pressure way to dive into a public game with other creators. Everyone had room to shine and contribute without it turning into a battle of egos or salt mines.
Honestly, I can’t wait to play again. This reminded me of the whole point of the game: collaboration, laughter, and storytelling.
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