Generation Decks: The Unofficial History of Gaming Phenomenon Magic: The Gathering

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The incredible true story behind the global gaming phenomenon.

Generation Decks tells the story of the mould-breaking fantasy card game, Magic: The Gathering. The brainchild of misfit maths genius Richard Garfield, Magic combines complex gameplay with collectability. When it came out in 1993 it transformed the lives of quiet braniacs who had longed for a way to connect and compete. It made millionaires of its creators, and it kick-started the era of professional gaming.

Titus Chalk tells the game’s story – from its humble origins to its continued success in today’s digital age. Prepare to meet Generation Decks, a community like no other.

‘Who doesn’t love a story about small town dreamers who make it big? A gripping tale with a journalistic eye for how fast fortunes, and the world, change.’
Samira Ahmed, Culture journalist and Presenter of BBC Radio 4’s Front Row

‘After reading Generation Decks, I fell even more in love with the game.’

Jonathan Little, professional poker player and author

‘A fascinating insight to the blood, sweat, and tears that went into creating one of the world’s most iconic card games.’

Jimmy Wong, actor, host and filmmaker

‘An enthralling tale of oddball game makers, fan obsession and big money.’

Tristan Donovan, author of Replay: The History of Video Games

‘This book will add Flying to all the cards in your memory of Magic.’
Ian Bogost, author of Play Anything

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About the author

Titus Chalk is a freelance writer based in Berlin, Germany. He has written and broadcast about sport, culture and games for outlets including Deutsche Welle, Tagesspiegel and FourFourTwo. He has been playing Magic: The Gathering since Revised Edition and even occasionally wins. Now, on the wrong side of 30, he is hatching plans to write fiction. Hatching little plans from little eggs beneath the skin.

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Additional Information

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Published on
Apr 6, 2017
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Games / Role Playing & Fantasy
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Content Protection
This content is DRM free.
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Available on Android devices
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Eligible for Family Library

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Developing video games—hero's journey or fool's errand? The creative and technical logistics that go into building today's hottest games can be more harrowing and complex than the games themselves, often seeming like an endless maze or a bottomless abyss. In Blood, Sweat, and Pixels, Jason Schreier takes readers on a fascinating odyssey behind the scenes of video game development, where the creator may be a team of 600 overworked underdogs or a solitary geek genius. Exploring the artistic challenges, technical impossibilities, marketplace demands, and Donkey Kong-sized monkey wrenches thrown into the works by corporate, Blood, Sweat, and Pixels reveals how bringing any game to completion is more than Sisyphean—it's nothing short of miraculous.

Taking some of the most popular, bestselling recent games, Schreier immerses readers in the hellfire of the development process, whether it's RPG studio Bioware's challenge to beat an impossible schedule and overcome countless technical nightmares to build Dragon Age: Inquisition; indie developer Eric Barone's single-handed efforts to grow country-life RPG Stardew Valley from one man's vision into a multi-million-dollar franchise; or Bungie spinning out from their corporate overlords at Microsoft to create Destiny, a brand new universe that they hoped would become as iconic as Star Wars and Lord of the Rings—even as it nearly ripped their studio apart.

Documenting the round-the-clock crunches, buggy-eyed burnout, and last-minute saves, Blood, Sweat, and Pixels is a journey through development hell—and ultimately a tribute to the dedicated diehards and unsung heroes who scale mountains of obstacles in their quests to create the best games imaginable.

Want to start building great web games with HTML5 and JavaScript? Moving from Flash or other game platforms? Already building HTML5 games and want to get better and faster at it? This guide brings together everything you need: expert guidance, sample projects, and working code!

Evan Burchard walks you step-by-step through quickly building 10 popular types of games. Each chapter implements a game within a well-understood genre; introduces a different free, open source, and easy-to-use HTML5 game engine; and is accompanied with full JavaScript source code listings.

Each game recipe uses tested and well-proven patterns that address the development challenges unique to that genre, and shows how to use existing tools and engines to build complete substantial game projects in just hours. Need a quick JavaScript primer? Evan Burchard provides that, too!

Coverage includes

• Mastering an essential HTML5/JavaScript game development toolset: browser, text editor, terminal, JavaScript console, game engine, and more

• Accelerating development with external libraries and proven patterns

• Managing browser differences between IE, Firefox, and Chrome

• Getting up to speed on web development with a QUIZ game built with JavaScript, HTML, CSS, and JQuery

• Creating INTERACTIVE FICTION “gamebooks” that leverage new CSS3 features and impress.js

• Building PARTY games around the lightweight atom.js engine

• Developing PUZZLE games with the easel.js graphics rendering engine

• Writing PLATFORMERS with melon.js and its integrated tilemap editor

• Coding intense 2-player FIGHTING games for web browsers with game.js

• Building a SPACE SHOOTER with the jQuery-based gameQuery game engine

• Implementing pseudo-3D techniques like ray casting for an FPS (First Person Shooter) style game

• Producing a 16 bit RPG (Role Playing Game) complete with interfaces for dialog, inventories, and turn-based battles with enchant.js

• Building an isometric RTS (Real Time Strategy) game that incorporates server components along with node.js,, and crafty.js

• Engaging players with content that encourages exploration

Turn to The Web Game Developer’s Cookbook for proven, expert answers–and the code you need to implement them. It’s all you need to jumpstart any web game project!

In 2005, Brandon Sanderson debuted with Elantris, an epic fantasy unlike any other then on the market. To celebrate its tenth anniversary, Tor is reissuing Elantris in a special edition, a fresh chance to introduce it to the myriad readers who have since become Sanderson fans.

This new edition begins with a preface by author Dan Wells, the first person to read the completed novel, and a new afterword by Sanderson explaining how he came to write the book and its place in the Cosmere, the unified universe of all his Tor novels.

Also included is an expanded version of the "Ars Arcanum" appendix, with more of the technical details of the book's magic that fans can never get enough of.

Elantris was truly a milestone both for Sanderson and for the genre of epic fantasy. It deserves this special treatment, something Tor has done only once before, with Orson Scott Card's Ender's Game. Sanderson fans old and new will be excited to discover it.

Other Tor books by Brandon Sanderson

The Cosmere

The Stormlight Archive
The Way of Kings
Words of Radiance
Edgedancer (Novella)
Oathbringer (forthcoming)

The Mistborn trilogy
Mistborn: The Final Empire
The Well of Ascension
The Hero of Ages

Mistborn: The Wax and Wayne series
Alloy of Law
Shadows of Self
Bands of Mourning

Arcanum Unbounded

Other Cosmere novels

The Alcatraz vs. the Evil Librarians series
Alcatraz vs. the Evil Librarians
The Scrivener's Bones
The Knights of Crystallia
The Shattered Lens
The Dark Talent

The Rithmatist series
The Rithmatist

Other books by Brandon Sanderson

The Reckoners

At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.

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