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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 2 - Orientation and Secrecy

J M
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Let's have a look at two intriguing aspects of cards as a format: Orientation and Secrecy.

Orientation


Consider this. A piece in chess can't change its function throughout the game because of its inherent physical limitations. No matter how much you turn that knight on its axis, it will always have the same characteristics within the framework of the game, and don't even think of turning it sideways if you want to keep it upright. This doesn't mean that its relative value can't change during a match, however, but it's impossible to note any change of status on the unit it represents. Is it wounded? Faster? Flying? Scared? Busy? Attacking? Defending? Granted, there's no room in the context of chess for any of these details, but there are other confrontation games that do have this additional depth and face the same problem. Wargames involving miniatures come to mind (please keep in mind that my knowledge of wargames is merely superficial and I'm trying to consider the genre in very, very broad strokes).

It's true that miniatures can change orientation to determine, for instance, if an enemy unit is in its line of sight. But how could one indicate status changes? Basic miniatures just can't, although there are always clever solutions to this (Heroclix, I'm looking at you!). These solutions are probably more costly and they don't seem inherent to the medium. So what's the great advantage for cards?

Cards are blessed with two interesting features – they have two sides (front and back) as well as a rectangular shape (well, at least the most commonly seen cards do!). The rectangular shape allows for 4 distinct orientations, which in a tremendous display of imagination we'll call straight, sideways to the right, upside down and sideways to the left. A chess pawn would be jealous of such flexibility! laugh

Many games use these orientations to indicate different statuses. In Magic: The Gathering, a tilted card is considered tapped and thus unusable temporarily. The Pokémon: TCG is one of the few games that use all four orientations to indicate different lingering effects on the beasties. The Call of Cthulhu card game takes this one step farther -- exhausted characters are tilted sideways, but more interestingly, characters can also go insane. To reflect this, the rules instruct players to flip the card over. There are still other games use flipping cards to good effect. Yu-Gi-Oh has traps and defenders, agents in Arcana agents can be played facedown to hide their stats and Warhammer: Invasion has developments, just to name a few.

For simplicity's sake, most games that bother to include card orientation as a gameplay feature use only two positions. But due to the nature of cards, there's no one stopping a designer from using all four orientations -- eight if we include the variations resulting from flipping cards over. Naturally, the game would have to be designed with this in mind, but having access to eight different potential status from the get-go is nothing to sneeze at.

Secrecy


The fact that cards have a back is actually impactful for another reason. It allows players to withhold information from their opponent's sight and leads to all kinds of mind games, bluffs and psychological plays. This is considerably harder to pull off in other confrontation-oriented games that don't use cards. As a bonus, secrecy makes things more interesting even in cooperative games. Arguably, Pandemic would be a very different game if the cards held by players were public knowledge. whistle

Open information is of course perfectly fine in many games, but cards allow designers to include secrecy if they so desire. There are, of course, numerous card-driven games in which all information is shared among players, although mainly in the co-op genre for obvious reasons. Elder Sign comes to mind (even if its categorization as card-driven game may be questionable for some).

It must also be noted that at some points throughout a game, the information in the cards is not only a secret for the opponent, but also for the player. Card-driven games usually employ one or more decks from which players draw. Even though you may have fine-tuned your deck and are perfectly aware of which cards are in it, you can't know for certain which cards fate will deal you on your next turn. I believe this tension is a very big selling point of deckbuilding games, and so it should be! It adds a layer of randomization without leaving everything to chance. But I would like to treat the topic of randomization in a future entry and I think I've said enough for today...

As always, don't hesitate to leave feedback of any kind and thanks a lot for reading!
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9 Comments
Subscribe sub options Wed Feb 22, 2012 8:10 pm
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David Boeren
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Games with minis (chess vaguely qualifies here) often use tokens to denote status changes. This works nicely because there are usually not many figures in a non-default status at a time so it doesn't get too fiddly. You can also use facing or lie the model down which then also gives it orientations just like a card. Head-north means one thing, head-west another. But, people prefer the tokens because in most games with minis they may be painted and lying them down and turning them a lot will eventually be detrimental to your paint job.

Any status tokens on a mini may be placed next to the mini, or on its stat card if the game has them.

Also, games with minis frequently have status boxes ON the stat card. Damage boxes you can mark off with a marker are most common, but nothing stops them from pre-printing boxes for "scared", "knocked down", "on fire", or whatever else you want to track.

Interestingly, seeing as how this is a card-based technique, I have not yet seen a CCG/LCG that uses it. It does require the card to be sleeved so you can mark/unmark it but a lot of people do that anyway. I think rather it's because ANY new card in the system can add a new effect so that only the very most basic effects are worth designing into the actual rules. Used/unused and maybe 1-2 other things, that's it. Otherwise you can't cover them all so why try? As soon as you add an "on fire" box, the next set will introduce a "frozen" status and then you're back to square one. Solve that and next you'll have to figure out how to denote "electrified" or "turned to stone" or "seduced". No, each new status outside of a very basic core will need to come with its own way to mark that status, either through a token or in card games this is often done positionally. Since cards usually don't have a position like chess, you can move the cards around on the table surface to track status as well as change their orientation. If your Battle Ogre is subject to my Elf Hunter's "Prey" ability, then it may be sufficient to just place the cards across from each other to denote that connection. Or, if instead he's trapped by my Entangling Vines card, placing the Vines card on top of the Ogre is a good way to mark this if he cannot act until it is removed.
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  • Posted Wed Feb 22, 2012 8:25 pm
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C R
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The Catan Card Game and Nightfall would be two examples of card games that use some of the cards in 4 orientations.

Catan keeps track of resource levels depending on which direction the card is facing:



And Nightfall keeps track of a creature's health using the card's orientation (the tick marks along each side of the card):

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  • Posted Wed Feb 22, 2012 9:23 pm
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Paul S
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Mage Knight: Board Game is an interesting example of some of this stuff.

It's described as a "deckbuilding game" - but it's not, by any reasonable definition of that type. Your deck grows, with your input, as the game progresses, but it's miles away from MtG deckbuilding.

Then MK also uses - uniquely, I think - the ability to use any card, tapped through 90deg, as one of the base actions i.e. attack/block/move/influence.

Interestingly, and to add complexity, your tapped card cannot add e.g.a ranged attack - only the basic action types are covered. But still, interestingly, even your most uber-powerful card can be played, tapped, for a move of simply 1.

MK also uses both elements described above of hidden and open cards. Your deck is hidden till you draw, but the Spells, Additional Actions and Units decks all have the top 3 cards displayed as an "offer" so the player is not bound merely to accept the top card.

To add variety, the Artifacts deck breaks that rule, and only the (hidden) top card is available to a player - there is no "offer" (I do wonder if this isn't complexity for the sake of it - if you're going to have an "offer" mechanic, your game will benefit, arguably, from the simplicity of applying it across the board).

The combinations of cards are then increased by a) mana tokens b) mana crystals and c) skills. To the point that the combos become almost endless.

And MK doesn't stop there with clever card usage. If you're playing co-op or solo, the game uses a "dummy" deck as a timer. The dummy deck turns over cards to bring each round to an end - but also, with each passing round, cards are added to it, and the chances of multiple "ticks" are increased to speed up a turn.

Which, I hope, contributes to the discussion - but also maybe just shows how wonderfully clever MK is! I admit I'm a fan laugh
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  • Posted Wed Feb 22, 2012 11:36 pm
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Cilantro V
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What's truly great about cards is that they take up relatively little real estate; you can't stack 50 pawns in a few cubic inches. Their width and general size, not their shape, is their key attribute. Rectangles offer the best combo of holdability vs room for content, but there's no reason you couldn't have triangular or irregularly-shaped cards.

Dboeren brings up some other key advantages of cards in the ability to show interaction with other cards; Sure, you can stack meeples on top of each other, but placing one card over another is a lot more elegant.

I think its also important to note that card-secrecy is semi-secrecy for the purposes of most board games- I can't tell what is in your hand, but I can see how many cards are in it. I can't tell what card you played facedown, but I can tell you played one. I can't tell if a certain card is in your hand, but I can deduce from your draw and discard piles, play history, and my hand whether or not that card is likely to be in your hand.


Re: Dboeren- usually status is handled by tapping; if there's a higher quantity of status effects, I'd say the best solution is probably a wooden marker/token that can be placed on the proper effect on the card. To save printed real-estate, I'd suggest a different colored marker for each effect and one "effect placement" zone.
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  • Posted Thu Feb 23, 2012 3:44 am
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Angelo Nikolaou
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I remember Spycraft: Collectible Card Game had so many conditions for the characters (used, baffled, wounded, mission action taken, text action taken, exposed) that you actually had to print tokens in order to handle all the craziness robot

There have been other conditions as well, namely stacking (Hecatomb was a great example of transparent cards stacking in order to gain modular abilities), placement (depending on where you place the card it does different things, like the game a friend makes Among the Stars) and relative position (Warlord: Saga of the Storm had an incredible system where the cost of the card was where you place it on the table)
 
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  • Posted Thu Feb 23, 2012 8:10 am
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Kevin B. Smith
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No discussion of card orientation would be complete without a mention of Fungibility, a new PnP game. It is played with a deck of 108 cards, all identical. Yes, you read that right. Every card is identical to every other card. What distinguishes them is how they are oriented, both when you draw them, and after you play them.

"To create some degree of randomness, the deck is shuffled, first with half the cards rotated, then a second time with half the cards flipped face-up. The facing, position, and even rotational orientation of cards relative to each player's seating position has a logically distinct meaning within the game, meaning that the same card in the supply may have completely different meanings to each player."
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  • Posted Thu Feb 23, 2012 8:11 am
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Tycho Terziev
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Miniatures can also be "tapped" by laying then on their side. It is heavily used in games by FFG.

Great write up btw! I feel that the title is a bit misleading though- I clicked on the article because I thought that it was going to be about CDGs like Twilight Struggle.
 
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  • Posted Sat Feb 25, 2012 6:53 am
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J M
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Well, I certainly didn't expect this many comments. Thanks all for the input and sorry I couldn't reply before.

After seeing several of the examples that some people have brought up, I'm again humbled at how little I know as well as incredibly tempted to purchase some new games. Case in point, I had heard about this particular mechanic and Nightfall, but in truth I haven't been able to play the game yet. And MK pretty much presses all the right buttons for me, I think it's only a matter of time until I get a copy of it. I blame Beloch's enthusiasm

I'm also now aware that miniatures can also "tap", but I still think that it's easier to reflect different states in card-driven games.

In any case, I will try to write soon the last entry of the series. Thank you all for the enlightening discussion -- it's certainly been very enriching for me
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  • Posted Sun Mar 11, 2012 7:18 pm
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John Paul Messerly
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Block games are my favorite components when it comes to secrecy and orientation. They give you 4 sides for tracking stats, stand up on their own, provide secrecy, and still have room for thematic art. The thickness also makes them easier to puck up than counters or cards.

Bloodbowl is my favorite miniature game when it comes to tracking states. Stunned characters are placed face up on the ground and KO'd characters face down. It's also common to rotate each miniature 180 degrees once hey have finished heir activation so it's easy to tell what can still move.
 
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  • Posted Fri May 25, 2012 5:28 am
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