The Phenomenon of Absolute Magic: Exploring Derren Brown's Impact on the Industry

By admin

Derren Brown is a British mentalist, illusionist, and magician who is known for his unique style of performing. One of his most renowned techniques is the use of "absolute magic," a term he coined to describe his approach to illusions and misdirection. Absolute magic is not just about pulling off a trick and leaving the audience wondering how it was done. It goes beyond that, aiming to create a profound and unforgettable experience for the spectators. This type of magic takes into account the psychology and emotions of the audience, making the illusion more impactful and meaningful. Brown believes that the success of a magic trick doesn't solely rely on the technical execution but also on the overall presentation and storytelling.


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Brown believes that the success of a magic trick doesn't solely rely on the technical execution but also on the overall presentation and storytelling. He emphasizes the importance of creating a connection with the spectators and engaging them on an emotional level. In absolute magic, the emphasis is on using psychological techniques such as suggestion and subliminal messaging.

Best Dueling Games that Aren’t Magic: The Gathering

Games bring people together. Whether it’s a cooperative experience or a competitive one, playing a game with friends or strangers is a bonding experience. Especially in times like these, it’s important to have friends that you can spend time with. And sometimes, that time includes crushing your friend’s army like the pathetic set of cards that they are. And that’s what we’re looking at today; some of the best head-to-head dueling games that aren’t Magic the Gathering. I get it, Magic: The Gathering is great and has stood the test of time. But it’s also a lifestyle game. Sometimes you don’t want to have to deal with “keeping up with the meta” or having to buy blind booster packs. So for those that want some options in the dueling genre, we are here to help.

Finally, dueling games are often more abstracted than tactical skirmish games so don’t expect to see map-based games like Batman Gotham City Chronicles or Memoir ‘44 below (unless Chris won his argument with Tony about Unmatched) as we dive into worlds of direct conflict, and just possibly, the perfect games to induce table-flipping rage.

Dice Throne (review)

Chosen by Jason
When Dice Throne was first introduced to me, I was told to expect a sort of mash up between Magic The Gathering, King of Tokyo, and a dash of Poker. I thought sure, I like all that so why not. It did not disappoint. Players pick a character, their prebuilt decks, and get going. Using smart card play, resource management, and lucky dice rolls, players beat on each other until one person is left standing. During one satisfying game against a friend, I managed to pull off my character’s ultimate attack, which essentially is rolling all 6’s. This usually gets the opponent close to death’s door. We went back and forth, like an eighth-round boxing match, trading parries and body blows. I thought, surely he’s gotta go down soon. But he fought back and managed to win. I lost, but who cares. The game was so satisfying and fun that we scheduled a rematch.

2-6 Players • Ages 10+ • 20-40 minutes • $29+

Bushido (review)

Chosen by Tony
My favorite dueling game is still Allegiance: A Realm Divided. It provides a comparable M:TG experience with nothing else to buy, has amazing artwork, and has really fun gameplay. However it was published by an indie company as a one-and-done project, and it’s long since been out of print. Best of luck if you want to try and find a copy. So I figured I’d choose my second favorite, which is Bushido from Grey Fox Games. This underrated title has two players facing off as Samurai Warriors. What’s interesting is that you start the game with a draft of five cards that provide your techniques for the game. There are a few different ones you can choose from that each focus on a different area of combat. Do you want to specialize or be a jack of all trades? Do you want to go heavy on offence, or maybe concentrate on being a rock on defense? The game uses dice rolls for combat, yet employs a delayed resolution mechanic that gives your opponent a chance on their turn to react to your attacks. It’s a great back and forth system that I’ve not seen in another game. This one is worth picking up a copy for fans of the genre.

2 Players • Ages 8+ • 20-30 minutes • $30

Ortus Regni

Chosen by Dylan
There are many things that make Ortus Regni stand out among the dueling genre. The obvious item is that there is no text on cards. Instead of having text on half of the cards, the medieval art takes the focus with the cards’ abilities listed on a fabric player aid. Speaking of the fabric, the production is the next item to mention. Cards are stored in wooden blocks, the cube bag is made of leather, even the rules come printed on textured paper for every page. It’s a marvel, and honestly a little unnecessary. But let’s discuss gameplay, because that may even outdo the prior mentions. The game is fully contained, with expansions only adding more copies of cards for extra players. You construct a deck prior to playing, and each game represents the lifespan of a fiefdom with you as the ruler. You can attack in multiple ways, even jousting for properties. Players are looking to declare an eire to the throne, which can be stopped through having control of the church. Every card has at least three uses, which makes turns thought-provoking as you juggle options. Really, there isn’t much like Ortus Regni, which is one of its novelties.

2 Players • Ages 10+ • 20-50 minutes • $75

Riftforce (review)

Chosen by Jacob
In the grand tradition of Reiner Knizia’s Battle Line, Riftforce sees two players playing numbered cards to columns, duking it out over a shared divide. But that’s more or less where the similarities end. In Riftforce, each player drafts 4 of 10 different types of elementals, each with their own unique method for doling out damage. Players may play up to three cards of the same type (ie. element type, or suit, if you will) or number (the numbers range from 5-7) to any one column or one card each to up to three adjacent columns. To activate the cards and issue damage to their nearby foes, players discard a card, activating up to three placed elementals of the same type or number of the discarded card. Any time an opponent’s elemental is destroyed, you score one “Riftforce” (aka point, but it’s fun to say “RIFTFORCE”). First to 12 Riftforce wins. It’s really so simple, I just explained all the rules to you, but it’s a very swingy and compelling game, where multiple plays start to reveal interesting synergies between the elemental powers. Also, the game is absolutely rife for expansion, with the flexibility to add new elementals with new powers basically a no-brainer for publisher Capstone Games. While the theme really could have been anything, the actual nuts-and-bolts card-play presents an engrossing puzzle worth diving into.

2 Players • Ages 10+ • 20-30 minutes • $28

Blitzkrieg

Chosen by Tahsin
Most dueling games feature cards or dice, something to throw at an opponent physically. My weapon of choice for games sometimes comes down to tiny cardboard tokens placed gingerly on a board, moves innocent in appearance but with tremendous consequences. That’s what Blitzkrieg feels like. It’s a recreation of World War II in one the most abstract forms. Just like Air, Land, and Sea boils down the global conflict into a battle of cards for control of areas, Blitzkrieg’s recipe focuses on control markers on tracks as players take turns placing units into conflict zones. The tension of what to place and when never lets up from beginning to end making for a true duel of wits. For someone who grew up with World War II combat planes on his wall, that’s the best kind of duel.

1-2 Players • Ages 12+ • 20-45 minutes • $30

Android: Netrunner (review)

Chosen by Michelle
I can’t believe this game turns ten this year! Android: Netrunner is actually one of the first card games I played after taking a break from Magic: The Gathering so it’s fitting that the BGQ Staff wanted to share their favorite dueling games that aren’t MTG. Dystopian futures and cyberpunk settings have always appealed to me in the media and very few tabletop games are immersive enough to let those themes shine, with the exception of this one. One player is the Corporation and the other is the Netrunner (hacker), both with different abilities but the same objective of seven agenda points. Even within the corporations and the Netrunners there are different companies and groups to try out to match your play style and encourage asymmetry. The cards have fabulous art and snarky flavor text, all the while being straightforward to use and deploy. I personally love playing the Corporations since they are mostly on the defense in the game and setting up traps for netrunners gives me the chance to trip up the other player in satisfying ways. Though I suppose one side benefit of playing the hacker role is being able to say “Hack the Planet!” with your whole being? Android: Netrunner is considered a Living Card Game but it looks like they haven’t released any new cards or errata since 2018, and if you’re looking to get into the game for the first time there are really only second-hand copies of the base game available.

2 Players • Ages 12+ • 45 minutes • Out of Print

Battlecon: Devastation of Indines

Chosen by Spencer
Battlecon came scarily close to consuming my gaming life for years. If I had the time/attention span for a lifestyle game, this would be mine. In fact, my first hobby game group started off as a Battlecon group and evolved from there. Battlecon attempts to simulate a 2D fighter video game with just some cards, character standees, and a small board… and nails it. This game has an absurdly simple ruleset relative to the seemingly infinite depth you can explore while playing. You only need to choose two cards on your turn. The simultaneous selection and reveal mechanic creates a ton of agonizing tension. The wide-variety of characters that play in vastly different ways is a known hallmark for Level99 games. This allows you to replicate the feeling of mastering one or two fighters as you might in Street Fighter et al. While I did sell this game recently, it was only due to limited time and brain capacity. I’m sure I’ll buy back in someday. Maybe after I’m retired. Can’t wait.

1-5 Players • Ages 12+ • 45 minutes • $80

Air, Land, and Sea: Critters at War (review)

Chosen by Chris
When I informed Board Game Quest’s power-mad publisher Tony Mastrangeli that I wanted to select Unmatched for this list, he quickly informed me that the game didn’t qualify. “It’s a skirmish game,” he proclaimed, stroking the cat on his lap to punctuate his point. Stunned, I immediately rallied the other members of the BGQ staff to aid me in my mission to change his mind. Factions formed in the office and the ensuing debates were fierce, but (mostly) cordial. Everyone made valid points. There were heroes on both sides. And when the dust had settled in the cafeteria at BGQ Headquarters, the outcome of the disagreement was clear: I had lost the argument before it even began. So, after picking the scraps of my ego off the floor, I decided to select Air, Land, and Sea: Critters at War, which is somehow eligible for this list even though Unmatched isn’t. Both versions of Air, Land, and Sea are identical, but I prefer this one because cartoon pigs are fun. It’s a nifty little card game that has players positioning themselves at three different locations in an effort to control two of them by round’s end. The highlight of the game is the inventive withdrawal mechanism, which adds an interesting decision space. Tactical retreat? Or stay in the fight until the bitter end?

Only games that have at least 30 User Ratings are eligible for Ranking and to the User Ratings are added a number of "dummy" ratings, which are then used to produce a new average Geek Rating. (E.g. see this thread.) This is the rating that shows up in BGG searches and the number can, and does, vary from the Average Rating. It may be that once a game is in the database for a year or so, it also gets a geek rating even with fewer ratings, based on this thread.
Absolite magic derren brown

Brown often incorporates elements of mentalism into his performances, seemingly reading minds and predicting people's thoughts. This adds an extra layer of intrigue and mystery to his illusions. Another aspect of absolute magic is the debunking of supernatural beliefs and exposing the methods behind psychic frauds. Brown aims to challenge the audience's beliefs and encourage critical thinking. He often reveals how seemingly impossible tricks are achieved, while still leaving the spectators in awe of his abilities. Brown's unique approach to magic has earned him numerous accolades and a dedicated following. He has also achieved success on television with his series, where he demonstrates his abilities and showcases the power of absolute magic. In conclusion, absolute magic is a term coined by Derren Brown to describe his unique style of performing illusions and mentalism. It focuses on creating a profound and unforgettable experience for the audience, using psychological techniques and storytelling. Brown's approach challenges beliefs and encourages critical thinking, making him a prominent figure in the world of magic..

Reviews for "Parallel Realities: The Interplay of Science and Magic in Derren Brown's Absolute Magic"

1. John Doe - Rating: 1/5
I was sorely disappointed with "Absolite Magic Derren Brown". I had heard so many good things about Derren Brown's performances, but this one fell flat for me. The tricks seemed tired and predictable, and there was no real moment that left me in awe. I found myself checking my watch multiple times, waiting for it to end. Overall, a lackluster experience.
2. Jane Smith - Rating: 2/5
As someone who has been a fan of Derren Brown for many years, I was disappointed by "Absolite Magic". While I appreciate his unique approach to mentalism and illusion, this show failed to impress. The tricks felt recycled, and there was a lack of originality. It seemed as though Derren was going through the motions, rather than truly connecting with the audience. Hopefully, his future performances will bring back the magic that was missing from this one.
3. David Thompson - Rating: 2/5
I had high expectations for "Absolite Magic Derren Brown", but unfortunately, it fell short. The tricks didn't have the wow factor I was hoping for and seemed unremarkable compared to his past performances. The pacing of the show was also off, as there were moments that dragged on and others that felt rushed. Overall, it lacked the excitement and intrigue that I associate with Derren Brown's shows. Disappointing, to say the least.
4. Emily Johnson - Rating: 3/5
"Absolite Magic Derren Brown" was a decent show, but it didn't leave a lasting impression. While Derren's skills as a mentalist are undeniable, the material felt somewhat stale. The tricks were executed well, but there was no real sense of wonder or mystery. It felt like a step back from his previous performances, which had a more innovative and captivating approach. I still enjoyed watching it, but it didn't live up to my expectations.
5. Michael Anderson - Rating: 2/5
I had heard so much hype surrounding "Absolite Magic Derren Brown", but sadly, it didn't live up to it. The tricks felt too familiar, and there were no new elements to keep me engaged throughout the show. The pacing also felt off, with moments that dragged on and others that felt rushed. Overall, it was a forgettable experience, and I expected more from a performer of Derren Brown's caliber.

The Mind-Bending World of Absolite Magic: A Journey into Derren Brown's Imagination

The Spiritual Side of Absolute Magic: Derren Brown's Contemplative Illusions