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A designer diary of my games
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Deck building game - Stage 3

Nigel Buckle
United Kingdom
Forest Hill
London
designer
Now called Omega Centauri (by Spiral Galaxy Games) release date tbc
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Card Types.

Given the theme and the mechanic of deck building - two types were definitely going in, actions and technology.

But before I got to that point I thought about who the players were representing in the game. I think that is important. when I play a game I like to have a feel for what role I'm taking in the game, and then hopefully if the mechanics fit the theme I can then get into it.

In this game the players are the ruling family for each Barbarian tribe/kingdom and then the Empire. So the actions you take in a turn are the focus of your 'empire', are you researching or gathering resouces etc - as the leader you set the priorities. I've used this concept in Omega Centauri too for the focus cards.

Back to the cards

- actions, these are cards in your deck that you see again and again, play them to do something. Some actions will be different as an Empire than as a Barbarian. I want the players to feel they are in a different stage when they reach Empire, without having to replace most of the cards with a new set, so the cards will have somethings that only apply to Barbarian, some only apply to Empire and some to both.

- technology, these you play out to have an on-going game effect. This helps streamline the deck and makes it much easier to build combinations of effects rather than expect 2-3 cards to be in hand at the same time

I also included a 3rd type achievements, similar to 'achievements' in Omega Centauri, where you score end game VP for doing particular things or collecting particular things.

Then there are the Region cards which represent the various areas players can explore and invade.

There is also another type, Explore cards - these never go in a player's deck, instead most of the region cards get shuffle up with these to form an explore deck, and when you 'explore' you reveal cards from here, and if you overcome them you reveal another until you can't get past a card or you find a region (in which case you add it to your deck). This gives an explore/push your luck mechanic that works fine in a card game and means I don't need to introduce a non-card mechanic for this element.

Next Stage 4 - currency and how 'deck building' actually works

Or look back at Stage 2
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