"Good ol' Magic Realm"
Last played Magic Realm about 5 years ago or so but since setting up is a bit of a commitment (particularly after not playing for a while) it hasn't been on the table since.
The selection of chits I use for MR is a little odd. I really don't like punching out components and cards for games and when my copy arrived in decent shape, I was a little disappointed that all the cards and more than half of the counters were unpunched.
I've only ever played Magic Realm solitaire. The game is a bit much for the casual gamer, so roping people into a game and then them not hating you for it afterwards...
One of the issues with MR is that while it's really not that complex, it's very difficult to explain some of the mechanisms. Always an issue with your more sophisticated games and things to be sure, but something about some of these mechanisms makes them difficult to describe.
Combat, for example. It’s this odd rock-paper-scissors system combined with resource management. Combat also has these discrete mass and speed factors that stack and affect outcomes and...see? Hard to explain.
It is a unique game. It has presence. It creates a definite mood that's integrated into the whole. It has depth. And I can tell that while it's soloable, that's not what it's meant for. It's meant for campaigns with friends and frenemies. I am certain that's where it shines brightest.
For the most part, I play 2nd edition, but I look at both 1st and 3rd edition rules sometimes as I play just because I like to.
And that's the important thing. Whatever else one can say about Magic Realm, the most outstanding thing to me, the most important, is that it amuses me. I'm entertained when I'm playing with it. It's fun to play with. A great toy. That's all one can really ask of this sort of thing, isn’t it?