That Couch Multiplayer Feeling
As Sovereign’s Gambit started evolving from random notebook ideas into an actual game, another huge influence started shaping it: competition.
One of my best friends was the person who got me seriously into competitive Yu-Gi-Oh!
Back then, he played a Blue-Eyes White Dragon deck, and I could barely beat him. Not because my cards were weaker, but because I didn’t understand how strategy actually worked yet. My decks were just random cards I thought looked cool, while his cards all worked together with purpose.
At first, we played completely wrong.
We used to think whoever slapped their trap card down first got priority. We were definitely assuming card effects without reading the actual cards, and it created improper game states.
So I started learning the rules.
I learned about sequencing, consistency, timing interactions, resource management, and eventually hand traps. I started understanding why competitive players built decks the way they did instead of just throwing powerful cards together.
Eventually, I got really good. Too good for my friend who had been playing with me for years.
I became faster at combo lines, better at sequencing, and more consistent overall. We would sit there for hours running game after game after game. Best 11 out of 10 sometimes.
Those were some of the most fun gaming memories I’ve ever had.
Ironically, the better I got, the less we played.
Not because we stopped being friends, but because the game became harder for him to enjoy at the level I was pushing it toward. Modern Yu-Gi-Oh! can become extremely complicated very quickly, and not everybody enjoys memorizing long combo trees, spell speeds, interaction timings, and competitive sequencing.
I’d start calling him out more on illegal plays and try to explain why it doesn’t work the way he thought. He didn’t like playing with these “new” rules. It took the fun out of the game for him when we started following the ban list.
And honestly… I understood that. So we stopped playing for a few years while I went full competitive and joined tournaments.
Years later, when I introduced him to chess, something clicked for me.
He picked it up fast. The strategy, the positioning, the interaction between pieces:
He immediately understood it. And weirdly enough, it reminded both of us of Yu-Gi-Oh! in certain ways.
The bishops felt like quick-play spells.
The rooks felt like traps.
Every move carried pressure and counterplay.
And that’s when I realized something important:
I wanted Sovereign’s Gambit to capture the depth and tension we loved from competitive card games without burying players under impossible complexity.
I wanted a game where strategy mattered deeply, but where someone could still sit down, learn naturally, and genuinely have fun.
Because at the end of the day, some of my favorite memories weren’t about winning.
They were just about sitting across from a friend and playing for hours.