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==Reception== In the December 1995 edition of ''[[Dragon (magazine)|Dragon]]'' (Issue 224), [[Rick Swan]] was surprised by Wizards of the Coast's choice of the very different ''Everway'' to enter the role-playing game market: "Everway is so far out of the mainstream, it’s barely recognizable as an RPG. For starters, it has no dice. It has no tables or charts. A deck of cards directs the flow of the game. Monster bashing, treasure hunting, dungeon crawling—bye-bye; ''Everway'' is pure narrative." Swan liked the "first class" production values of the components, but found the maps "lifeless". Swan was a big fan of the diceless system, saying, "It makes for a brisk game, and ''Everway'', to its credit, plays at blinding speed." But Swan was concerned by how the game placed an unreasonable onus on the improvisational skills of both the gamemaster and the players. He concluded by giving the game an average rating of 4 out of 6.<ref name=dragon224>{{cite journal|last=Swan|first=Rick|author-link=Rick Swan| date=December 1995 |title=Roleplaying Reviews|journal=[[Dragon (magazine)|Dragon]]|publisher=[[TSR (company)|TSR, Inc.]]|issue=224|pages=34–37}}</ref> In his 2023 book ''Monsters, Aliens, and Holes in the Ground'', RPG historian Stu Horvath found the cards used to resolve action were too ambiguous, noting, "For example, when characters who are evenly matched in the fire attribute are brawling, the GM draws a card: War, inverted, which indicates 'Effort Misspent' — but whose? This ambiguity is the main problem with ''Everway''. It is gorgeous, ... it is intriguing, and it seems simple to dive into — but it's not."<ref name=mahg>{{cite book| last = Horvath| first = Stu| title = Monsters, Aliens, and Holes in the Ground| publisher = MIT Press| date = 2023| location = Cambridge, Massachusetts| pages = 247–248| isbn =9780262048224 }}</ref>
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