"There is a game of Imajica in the works. Hans [Rueffert - co-founder of Zehrapushu] has a much better sense of what the game is actually going to be, and I would hate to describe it. These are very cool guys who understand the mythology of Imajica in the greater detail. I think they are going to turn this into a game without violating any of the spirit of the book. In fact I think they are celebrating the spirit of the book. I am awestruck by the detail and the care they are applying to the project by their love of the material. I think it's going to be a tremendous piece of work."
Confessions
By [Cheryl Bentzen & Stephen Dressler], Lost Souls, Issue 3, 1996
"In your hands is the beginning of a new Imajica journey; a game very
different from that which I played writing the novel. In fact, it is
in one sense a glorious undoing of my labors. For here the
words have been returned to images and ideas, and the roads which I
chose not to take in the book are once more available for the
travelling.
"Most astonishing is the process by which chance, which is
steadily ousted from a book as it approaches its final form, is once
again at the heart of the adventure. In the fall of a card, the fate
of Dominions may be decided."
Author's Introduction
By Clive Barker, Imajica Rulebook, 1997
Josh Hvizdos (for HarperPrism) :
"Clive Barker has described his
novel Imajica as 'My Bible'. To anyone who has read the novel, the
description is accurate. Imajica deals with Great Issues and Eternal
Questions. Barker weaves God, the Universe, man, woman, mind, and sex
into a complex morality play.
"The story of the Imajica revolves around no one less than the Second
Son of God, a man named John Furie Zacharias, but who answers to the
nickname Gentle. Gentle is amnesiac, but eventually discovers his
divine roots, learning that Earth is the Fifth of Five Dominions - the
Imajica. With the aid of an omnisexual shapeshifting friend Pie 'oh'
Pah, Gentle begins a trek through the Imajica, ultimately reaching the
domain of his Father, Hapexamendios, in the First Dominion. Through
his journeys, Gentle discovers the realities of God, divinity, and
love.
"In Clive Barker's Imajica: the Collectible Card Game, the players
represent powerful forces in the universe. The goal of the players is
to establish 'spheres of influence' in each of the Five Dominions. To
do this, the players recruit allies from each of the Dominions, and
have them seize important locations. The first player to secure a
foothold on each of the Five Dominions wins.
"The focus of the game is naturally on the character cards. The player
himself represents an 'Autarch,' who cannot directly affect the
universe at large. His allies on the other hand, represented by the
character cards, are free to move about, and do his bidding. The
primary responsibility of the characters is to secure sites within the
Imajica, but they have other roles. Allies of one Autarch can ambush
and kill other characters in play. Special 'ally action' cards allow
characters to affect the game in other ways."
Action Packed Strategies
By Steve Fritz, www.anotheruniverse.com, 28 March 1997
Hans Rueffert : "The whole thing started with a simple, 'we can do better than this'. My friend Sean Curran and I (life-long gamers) had invested
heavily into the customizable card game craze and made it a point to try each game as new titles emerged. We liked the format
and the overall concept of building one's deck around a strategy and going head to head against your opponent's best laid plans.
We were playing a game one evening called 'Blood Wars', put out by the makers of Dungeons and Dragons. We spent more time
bellyaching about rules discrepancies and conceptual flaws than we did actually playing the game. It wasn't just Blood Wars... all
of those games were driving us crazy for different reasons. And so finally, Sean said 'we could do better than this', to which I
replied, 'why don't we?'
"I'd had the opportunity to meet Clive the previous year at the Horror Con in Atlanta and had been a fan of his work for years. As
soon as we stumbled upon the idea of creating a game, I knew immediately what it should be: Imajica. It was perfect! Five
dominions to be reconciled, magic, warriors, creatures, religion, etc. The more we thought about it, the more it seemed that the
other big CCG at the time had actually 'borrowed heavily' from Clive's work.
"So, before even talking to Clive, we set out to make a game. It was important to us that we present to him a working proposal.
We asked friends and family to contribute art and created the proposal, complete with cards and rules. We wanted to make sure
that we were proud of the game even if nothing ever came of it. I presented the proposal to Clive in San Diego at the Comic Con.
Clive was there with Scott Bakula promoting the release of Lord of Illusions and the atmosphere was frenzied. I only had a few
moments to hand him the proposal and then was quickly herded off.
"The Monday after the convention Clive phoned, much to my surprise, to say that he loved the proposal and wanted to move ahead
with the idea. His only stipulation was that the art be 'fucking fantastic'.
"And so off we went, tweaking rules, developing strategies, tournament rules, and securing the fantastic art we needed for the
project. We were blessed with truly enthusiastic artists who were eager to interpret Clive's vision. We were also blessed with a
circle of friends and family who were willing to help us create this thing.
"Shortly after the release of the game, HarperPrism was dissolved and the planned In Ovo expansion was cancelled, thus sealing
the fate of the Imajica CCG. Without an expansion, potential players would simply not invest in a game. In addition, there were
little to no marketing efforts to promote the game. Even still, the game won several awards for art direction and design and to this
day has fans collecting and playing."
Imajica
By Hans Rueffert, written exclusively for presentation here at Revelations, October 2004