Deck building, 11.22.11
Io, fellow designers. Lets shuffle up some possibilities with deck building.
-Here ya go!: Have your players build each other’s decks. However, building your opponent’s deck should be more than just throwing trash together so you can stomp them. That’d be too easy. Add a couple of twists:
- Cards in play generate resources for your opponents, with better resource generation tied to stronger cards. You may want 5 gold on your turn, but it’ll cost ya giving your opponent a good card.
- Cards with sub-par effects generate lots of resource. Give your opponent starting resources, or better late-game cards? Mmmm…. cognitive suffering.
-Working together: Players build a communal deck to play from. This could be used in a co-op game, with players pitching in for the greater good while weeding out chaff for other players. Or, you could have it be competitive. However, to avoid the free rider problem, cards could be drawn face-up onto the table as the set of resources and actions available for everyone at once.
-Tertiary Deck building: Deck building doesn’t necessarily have to be the main mechanic, either. Take Starcraft, for example. Players build a combat deck and draw from it each combat. You may have an Ultralisk bearing down on me, but do you have the card to utilize it properly? Perhaps players are building a resource deck in a game with multiple ingredients. Or, a riff on worker placement: I build a deck of how many and what kind of workers I get to place each round, with the cards drawn representing contracts with the workers.
Now that I’ve built the article, lets see what I draw. …Nothing but Victory Points?! BLAST!
Keep on designing, yo!