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Musings about design

In this blog, I would like to share my views about game design. Don't be afraid to leave feedback of any kind!
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The power of card-driven games 1 - Intro and modularity

J M
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Over the next months I'm planning to write reviews for my favorite card-driven games, and I thought it would be nice to have an introduction to this little experiment. As soon as I finished my first entry, however, I realized that I had material for a full series of posts, so I decided to open a full-blown weblog to share my thoughts with my fellow gamers. I'm hoping this will spur some form of conversation.

Intro


I've been a gamer for a few years, and since I remember I've felt significantly more attracted to card-driven games. The other day I was trying to find the reason why I like them better than other types of games and then it struck me -- there's not a single reason for it, but rather a combination of reasons. For some, all these reasons will be old news and very obvious design points. For me, it was a sudden insight about how games work.

Just one quick note before proceeding. I will be using the term "card-driven games" instead of "card games" because I associate the latter term with classic, abstract card games and I would rather bring to mind contemporary games, in which the cards are just the vehicle for design, as opposed to games like poker or bridge, which are awesome on their own but a different kind of game altogether. In fact, I would really love to speak about "thematic, expandible card-driven games", but I think it's best to keep it simple. So, without further ado, let's dive in!

Modularity


Card-driven games are modular by definition, and modularity is one of the best bases for complexity, which in turn creates engagement and, perhaps more importantly, involves the player in an active way. I've always said that a well-designed game will make you feel smarter for figuring out strategies and combinations, and card-driven games are perfect to achieve this.

Complexity does not equal difficulty, though –- an elegant system is simple to handle yet the variations within make it much richer than a "static" system. In gaming terms, modularity brings the promise of variety, flavor and meaningful interactions.

I know this is an oversimplification, but let's roll with it: A map is static; it represents a portion of terrain. Miniatures are also static, each represents a character or structure. None of this components can change between games (some games have brilliant workarounds, such as Claustrophobia, in which the Demon is different every game... although cards are used for reference). In a card-driven game, a card can represent a location, or a character, or an enemy, or even something more abstract like a spell, a blessing or weather conditions. Granted, this are only 2D images and sometimes a great deal of imagination will be required, but cards have always been an excellent visual aid. The point still stands: in one match, players can be playing in a secret base on the moon, and in another, deep inside a jungle. It is obviously easier to represent this change of scenario with a card as opposed of with a map. Sentinels of the Multiverse is a very good example of non-static locations. Note, however, that both approaches have advantages: maps will be infinitely more detailed and will allow for more interesting warfare mechanics (positioning, cover, etc.). In this topic, some games use modular maps, like the previously discussed Claustrophobia... I like to consider this kind of map card-based too (even if those thick squares don't make for very conventional cards!). A clearer example would be Dungeoneer, as it uses pretty much only cards to represent encounters, characters and sections of the map.

One of the first card-driven games I ever played was Magic: The Gathering. I still remember the exact card that got me hooked. The card in question was the infamous Plague Spitter, a creature that deals 1 damage to every creature in play at the beginning of your turn, and also when it died. Within the framework of the game, a player was able to summon two of the nasties and then, in the next turn, both would deal damage to themselves and to each other, killing themselves in the process and making 4 points of damage to all the creatures in play, effectively clearing the table from pretty much anything. I found this interaction absolutely fiendish. Other combos I came across were more obvious, such as Warped Devotion and Recoil, but in all cases I felt smart for figuring out the "trick" to combining two or more decent parts to make something infinitely more powerful and interesting. You can see this in countless games old and new: Race for the Galaxy, Dominion, The Lord of the Rings LCG...

There's another interesting feature about modularity: not all pieces have to belong to the same category, and despite their disparity, or rather, precisely because of it, the sensation of living, unfolding reality is that much stronger. As an example, a card can represent a character, and another one a weapon. On their own, the character is weak and the weapon is useless, but when the weapon is attached to the character, the resulting sum is stronger than the individual parts. Not only that: it also makes sense thematically. As we all know, sometimes a work of fiction will ask for too much suspension of disbelief, and all of a sudden the magic is broken. Card systems are extremely flexible, and the cards themselves can contain text that regulate interactions ("This weapon can only be attached to a character"). In a nutshell, cards can represent anything and everything appropriate in the context, and I think that's a very solid base for many types of games.

That's it for today. I hope you enjoyed the reading!
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8 Comments
Subscribe sub options Tue Feb 21, 2012 8:06 pm
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Nate K
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Can't wait to see what else you have to say about card-driven games. They've always been my bread and butter, as well. So much more consistancy than dice, so much more variety than set boards and pieces.
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  • Posted Tue Feb 21, 2012 9:38 pm
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Angelo Nikolaou
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I am also a big fan of card based games and most of the games I've designed are card-based.

About modularity, cards are a great tool for the designer because they add a great variety at a minimal cost. 300 different cards are relatively cheap to 300 miniatures or tiles or chips

Cards can hold tons of information (eg RftG) and still have room for great artwork.

But as mentioned, the greatest part about cards are the way they interact between them. Often, when designing, I think 'I can't predict all ways that all these cards will interact with one another, let the players find out!'
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  • Posted Tue Feb 21, 2012 11:20 pm
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Andrew P
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I've been attracted to card-driven games for similar reasons: the sense of discovery and creativity in coming up with combos from the vast space of possibilities.
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  • Posted Wed Feb 22, 2012 6:35 am
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J M
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Nate, be careful what you wish for! I just added a new entry. Thanks a lot for the words of encouragement
 
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  • Posted Wed Feb 22, 2012 8:12 pm
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J M
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Angelo, those are very good points, and in fact I was planning on touch those topics at some point in the future. It's great to know that there are like-minded geeks around
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  • Posted Wed Feb 22, 2012 8:13 pm
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J M
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Andrew, thanks for reading. That sense of discovery is pretty much what motivated me to write about this topic!
 
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  • Posted Wed Feb 22, 2012 8:14 pm
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Behrooz Shahriari
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"In a card-driven game, a card can represent a location, or a character, or an enemy, or even something more abstract like a spell, a blessing or weather conditions. "

I agree with the word but not the spirit of what you're saying. A card generally can be any of these things BUT a SINGLE CARD is usually only one.

There are exceptions - Bohnanza's cards 'become' money and San Juan's cards can represent gold or crops or counters (under a chapel) as well as what they intrinsically are. In this sense, the game takes advantage of their dual-faced nature and changes their properties based on the zone they occupy.

However, most card games don't do this. Most card games have the reverse-side of a card represent nothing but unknown info.

And cubes can just as easily represent a variety of things based on their location.
 
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  • Posted Thu Mar 8, 2012 3:26 pm
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Peter Darby
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The poster child for the multi function card is Glory to Rome: most cards are simultaneously a worker, a material and a building.
 
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  • Posted Mon Mar 12, 2012 6:05 pm
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