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Deck Size Problems in Deckbuilding
How can I mitigate some of the downtime between player's turns?What game mechanic can be used for evenly selecting other players but not yourself?point buy TCG CCG deck building mechanicsBalancing a Momentum MechanicBoard games involving players' consensus for who wins?Action selection in a hidden movement game that may require more information to be completeWhat if every suit were trump, and partners hated each other?What is the best way for one character to check multiple other characters loyalty cards, without knowing who each card belongs to?Revealing an effect of a card after player makes their choice
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Question: What kind of mechanic would allow players to remove cards from their constructed decks in my game?
Theory: I'm making a deckbuilding game! So, players start with a number of cards which aren't too powerful, but are necessary in the early game. They will invariably collect cards early on that are bad in the mid-late game portions of play. To increase the draw probability of good cards, you will want to prune your older bad cards. So, I need a mechanic to remove cards from play so that they are no longer in your deck.
World Building: The game has a theme of trying to get elected to an alien senate. You and your opponents are all candidates vying for power, and the cards you play are campaign staff who have different abilities. The hiring row contains new staff that you may purchase to aid your campaign.
Gameplay: At the start of the round, all players select 1 card from their hand to place face down. All cards are revealed, and effects resolve based on priority markings on the cards. Then, players take turns doing resource management (purchasing, etc.). Players then discard their hands, draw 3 cards (shuffling their discard pile into their deck as needed), and the round ends.
Attempted Mechanics: One early mechanic was a card cycle whose effects are to remove other cards from your deck. This can be a bit too slow, doesn't interact well with other mechanics, and is a little too similar to another game I've played before.
A mechanic that I like is for each card to have a "severance cost" at the bottom. The problem is, I can't figure out when this would be activated. Paying the cost as replacement of the effect meant having to use a marker to indicate your intention, because players were accusing each other of changing their mind after cards are revealed for the round. But if the marker is visible while people are selecting their cards, it gives away too much information to the other players. It was difficult for players to use the marker discretely.
I decided that maybe the firing cost could be paid once per turn during the resource management step. But then there was the issue of "Can you only fire a card you played, one in your hand, or one in your discard pile?" Each of these led to problems, especially when cards were fired from the discard pile.
What would be a possible way for cards to be removed from the deck?
game-design mechanics
New contributor
David Robie is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
add a comment |
Question: What kind of mechanic would allow players to remove cards from their constructed decks in my game?
Theory: I'm making a deckbuilding game! So, players start with a number of cards which aren't too powerful, but are necessary in the early game. They will invariably collect cards early on that are bad in the mid-late game portions of play. To increase the draw probability of good cards, you will want to prune your older bad cards. So, I need a mechanic to remove cards from play so that they are no longer in your deck.
World Building: The game has a theme of trying to get elected to an alien senate. You and your opponents are all candidates vying for power, and the cards you play are campaign staff who have different abilities. The hiring row contains new staff that you may purchase to aid your campaign.
Gameplay: At the start of the round, all players select 1 card from their hand to place face down. All cards are revealed, and effects resolve based on priority markings on the cards. Then, players take turns doing resource management (purchasing, etc.). Players then discard their hands, draw 3 cards (shuffling their discard pile into their deck as needed), and the round ends.
Attempted Mechanics: One early mechanic was a card cycle whose effects are to remove other cards from your deck. This can be a bit too slow, doesn't interact well with other mechanics, and is a little too similar to another game I've played before.
A mechanic that I like is for each card to have a "severance cost" at the bottom. The problem is, I can't figure out when this would be activated. Paying the cost as replacement of the effect meant having to use a marker to indicate your intention, because players were accusing each other of changing their mind after cards are revealed for the round. But if the marker is visible while people are selecting their cards, it gives away too much information to the other players. It was difficult for players to use the marker discretely.
I decided that maybe the firing cost could be paid once per turn during the resource management step. But then there was the issue of "Can you only fire a card you played, one in your hand, or one in your discard pile?" Each of these led to problems, especially when cards were fired from the discard pile.
What would be a possible way for cards to be removed from the deck?
game-design mechanics
New contributor
David Robie is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
add a comment |
Question: What kind of mechanic would allow players to remove cards from their constructed decks in my game?
Theory: I'm making a deckbuilding game! So, players start with a number of cards which aren't too powerful, but are necessary in the early game. They will invariably collect cards early on that are bad in the mid-late game portions of play. To increase the draw probability of good cards, you will want to prune your older bad cards. So, I need a mechanic to remove cards from play so that they are no longer in your deck.
World Building: The game has a theme of trying to get elected to an alien senate. You and your opponents are all candidates vying for power, and the cards you play are campaign staff who have different abilities. The hiring row contains new staff that you may purchase to aid your campaign.
Gameplay: At the start of the round, all players select 1 card from their hand to place face down. All cards are revealed, and effects resolve based on priority markings on the cards. Then, players take turns doing resource management (purchasing, etc.). Players then discard their hands, draw 3 cards (shuffling their discard pile into their deck as needed), and the round ends.
Attempted Mechanics: One early mechanic was a card cycle whose effects are to remove other cards from your deck. This can be a bit too slow, doesn't interact well with other mechanics, and is a little too similar to another game I've played before.
A mechanic that I like is for each card to have a "severance cost" at the bottom. The problem is, I can't figure out when this would be activated. Paying the cost as replacement of the effect meant having to use a marker to indicate your intention, because players were accusing each other of changing their mind after cards are revealed for the round. But if the marker is visible while people are selecting their cards, it gives away too much information to the other players. It was difficult for players to use the marker discretely.
I decided that maybe the firing cost could be paid once per turn during the resource management step. But then there was the issue of "Can you only fire a card you played, one in your hand, or one in your discard pile?" Each of these led to problems, especially when cards were fired from the discard pile.
What would be a possible way for cards to be removed from the deck?
game-design mechanics
New contributor
David Robie is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
Question: What kind of mechanic would allow players to remove cards from their constructed decks in my game?
Theory: I'm making a deckbuilding game! So, players start with a number of cards which aren't too powerful, but are necessary in the early game. They will invariably collect cards early on that are bad in the mid-late game portions of play. To increase the draw probability of good cards, you will want to prune your older bad cards. So, I need a mechanic to remove cards from play so that they are no longer in your deck.
World Building: The game has a theme of trying to get elected to an alien senate. You and your opponents are all candidates vying for power, and the cards you play are campaign staff who have different abilities. The hiring row contains new staff that you may purchase to aid your campaign.
Gameplay: At the start of the round, all players select 1 card from their hand to place face down. All cards are revealed, and effects resolve based on priority markings on the cards. Then, players take turns doing resource management (purchasing, etc.). Players then discard their hands, draw 3 cards (shuffling their discard pile into their deck as needed), and the round ends.
Attempted Mechanics: One early mechanic was a card cycle whose effects are to remove other cards from your deck. This can be a bit too slow, doesn't interact well with other mechanics, and is a little too similar to another game I've played before.
A mechanic that I like is for each card to have a "severance cost" at the bottom. The problem is, I can't figure out when this would be activated. Paying the cost as replacement of the effect meant having to use a marker to indicate your intention, because players were accusing each other of changing their mind after cards are revealed for the round. But if the marker is visible while people are selecting their cards, it gives away too much information to the other players. It was difficult for players to use the marker discretely.
I decided that maybe the firing cost could be paid once per turn during the resource management step. But then there was the issue of "Can you only fire a card you played, one in your hand, or one in your discard pile?" Each of these led to problems, especially when cards were fired from the discard pile.
What would be a possible way for cards to be removed from the deck?
game-design mechanics
game-design mechanics
New contributor
David Robie is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
New contributor
David Robie is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
New contributor
David Robie is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
asked 10 hours ago
David RobieDavid Robie
413 bronze badges
413 bronze badges
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David Robie is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
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Check out our Code of Conduct.
add a comment |
add a comment |
2 Answers
2
active
oldest
votes
The best way is obviously subjective so I'll throw out some ideas for Severance. Here's two quick ideas to make Severance possibly work during the initial reveal:
A): When you reveal your card, orientation matters. Straight-up means play as normal, sideways means severance. This is a simple way to do it but opens up the door to misplays of "Oh, meant to fire this guy but placed him straight" or "someone slow-rolled his flip to get extra information" and what not but has the upshot of no additional pieces to keep track of.
B): Have two additional meta cards, one that says "Keep", the other "Fire" (similar to the voting tokens used by The Resistance). You would play one of these face-down along side your employee and reclaim it at round's end. This has the benefits of no physical ambiguity like option A but does require another set of components for everyone and adds another step when you intend to keep your deck intact most of the time. If you intend pruning to be an integral part of the game, maybe not the worst option.
If you don't mind having Severance happen at a later phase, this opens a few paths. Firstly, you could have the Severance effect be defined by the staff themselves. This allows them to trash additional stuff in different zones. E.g.
- Mook A has "Do thing_1. Severance cost"
- Thug B has "Do thing_2. Severance cost and trash a card in hand"
- Intern C has "Do thing_3. Severance cost and trash a card in your discard pile"
- Fundraiser D has "Do thing_4. Severance cost and trash a card in your discard pile"
Alternatively, there's also the option of having Severance be a static ability, (e.g. only trash current played card), which allows certain staffers to have abilities that modify it. E.g.
- CEO E has "Do thing_5. You may trash something from your hand/discard pile instead of CEO when severing it. Severancecost"
Just some thoughts
I tried orientation, but that did lead to ambiguous situations about how a card was flipped or positioned. I like the meta card idea. I'd been toying with a token, but a card makes more sense. It still has the problem of adding to the complexity of pieces, because there are other pieces involved for a different part. The other things you mentioned are pretty similar to what I was thinking about in my post, but written more clearly.
– David Robie
8 hours ago
"There's also the option of having Severance be a static ability, (e.g. only trash current played card), which allows certain staffers to have abilities that modify it." This. 1000x this. You might be able to play a Bossy Manager, who can convince one of your current hand to resign. Or you might play an HR Advisor who can sever one of your discard pile. Or an HR Manager (or even HR Director) that are more expensive to buy but have more powerful abilities. Maybe the HR bods can have two abilities: either hire new staff for less cost OR sever existing staff.
– AndyT
7 hours ago
add a comment |
Additional options might be to not have a specific "this card is removed from the deck" mechanic, but using the card itself as a cost when playing or resolving something.
For example, making end-game cards require you to trash some existing cards? Perhaps your late-game campaign staff is already a senator who needs their own interns, or something? That makes you think about when you want to buy that senator, because you need crap in your hand to make it worthwhile.
Alternatively, somewhat like a above, you can have (some) cards be amplified when trashed, like having a card that says "Gain 2 resource, or 4 resource if you trash this card."
You can also use that as fuel for another card-discard; so "Gain 2 resource, or 3 resource if you trash a different card from your hand."
That mechanic is not as generic, but in return does allow more flexibility and decisions. The option of "trash a card" can be a bit lame and game-y, but the option of the campaign manager throwing an intern under the bus for a quick boost in popularity might fit the theme really well. Plus it means that "how to get rid of cards" becomes part of the puzzle, where you might need to decide between trashing a good card for a big boost, or a crappy card without getting anything back.
Adding to the amplify idea, you can add card types/names to the trash condition to further open the design space. So Campaign Manager could have "Gain resource, gain more resource if you trash an intern card". Or Publicist: "Gain resource if you trash a card, or gain more resource if you trash a money card instead".
– Veskah
7 hours ago
add a comment |
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2 Answers
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2 Answers
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The best way is obviously subjective so I'll throw out some ideas for Severance. Here's two quick ideas to make Severance possibly work during the initial reveal:
A): When you reveal your card, orientation matters. Straight-up means play as normal, sideways means severance. This is a simple way to do it but opens up the door to misplays of "Oh, meant to fire this guy but placed him straight" or "someone slow-rolled his flip to get extra information" and what not but has the upshot of no additional pieces to keep track of.
B): Have two additional meta cards, one that says "Keep", the other "Fire" (similar to the voting tokens used by The Resistance). You would play one of these face-down along side your employee and reclaim it at round's end. This has the benefits of no physical ambiguity like option A but does require another set of components for everyone and adds another step when you intend to keep your deck intact most of the time. If you intend pruning to be an integral part of the game, maybe not the worst option.
If you don't mind having Severance happen at a later phase, this opens a few paths. Firstly, you could have the Severance effect be defined by the staff themselves. This allows them to trash additional stuff in different zones. E.g.
- Mook A has "Do thing_1. Severance cost"
- Thug B has "Do thing_2. Severance cost and trash a card in hand"
- Intern C has "Do thing_3. Severance cost and trash a card in your discard pile"
- Fundraiser D has "Do thing_4. Severance cost and trash a card in your discard pile"
Alternatively, there's also the option of having Severance be a static ability, (e.g. only trash current played card), which allows certain staffers to have abilities that modify it. E.g.
- CEO E has "Do thing_5. You may trash something from your hand/discard pile instead of CEO when severing it. Severancecost"
Just some thoughts
I tried orientation, but that did lead to ambiguous situations about how a card was flipped or positioned. I like the meta card idea. I'd been toying with a token, but a card makes more sense. It still has the problem of adding to the complexity of pieces, because there are other pieces involved for a different part. The other things you mentioned are pretty similar to what I was thinking about in my post, but written more clearly.
– David Robie
8 hours ago
"There's also the option of having Severance be a static ability, (e.g. only trash current played card), which allows certain staffers to have abilities that modify it." This. 1000x this. You might be able to play a Bossy Manager, who can convince one of your current hand to resign. Or you might play an HR Advisor who can sever one of your discard pile. Or an HR Manager (or even HR Director) that are more expensive to buy but have more powerful abilities. Maybe the HR bods can have two abilities: either hire new staff for less cost OR sever existing staff.
– AndyT
7 hours ago
add a comment |
The best way is obviously subjective so I'll throw out some ideas for Severance. Here's two quick ideas to make Severance possibly work during the initial reveal:
A): When you reveal your card, orientation matters. Straight-up means play as normal, sideways means severance. This is a simple way to do it but opens up the door to misplays of "Oh, meant to fire this guy but placed him straight" or "someone slow-rolled his flip to get extra information" and what not but has the upshot of no additional pieces to keep track of.
B): Have two additional meta cards, one that says "Keep", the other "Fire" (similar to the voting tokens used by The Resistance). You would play one of these face-down along side your employee and reclaim it at round's end. This has the benefits of no physical ambiguity like option A but does require another set of components for everyone and adds another step when you intend to keep your deck intact most of the time. If you intend pruning to be an integral part of the game, maybe not the worst option.
If you don't mind having Severance happen at a later phase, this opens a few paths. Firstly, you could have the Severance effect be defined by the staff themselves. This allows them to trash additional stuff in different zones. E.g.
- Mook A has "Do thing_1. Severance cost"
- Thug B has "Do thing_2. Severance cost and trash a card in hand"
- Intern C has "Do thing_3. Severance cost and trash a card in your discard pile"
- Fundraiser D has "Do thing_4. Severance cost and trash a card in your discard pile"
Alternatively, there's also the option of having Severance be a static ability, (e.g. only trash current played card), which allows certain staffers to have abilities that modify it. E.g.
- CEO E has "Do thing_5. You may trash something from your hand/discard pile instead of CEO when severing it. Severancecost"
Just some thoughts
I tried orientation, but that did lead to ambiguous situations about how a card was flipped or positioned. I like the meta card idea. I'd been toying with a token, but a card makes more sense. It still has the problem of adding to the complexity of pieces, because there are other pieces involved for a different part. The other things you mentioned are pretty similar to what I was thinking about in my post, but written more clearly.
– David Robie
8 hours ago
"There's also the option of having Severance be a static ability, (e.g. only trash current played card), which allows certain staffers to have abilities that modify it." This. 1000x this. You might be able to play a Bossy Manager, who can convince one of your current hand to resign. Or you might play an HR Advisor who can sever one of your discard pile. Or an HR Manager (or even HR Director) that are more expensive to buy but have more powerful abilities. Maybe the HR bods can have two abilities: either hire new staff for less cost OR sever existing staff.
– AndyT
7 hours ago
add a comment |
The best way is obviously subjective so I'll throw out some ideas for Severance. Here's two quick ideas to make Severance possibly work during the initial reveal:
A): When you reveal your card, orientation matters. Straight-up means play as normal, sideways means severance. This is a simple way to do it but opens up the door to misplays of "Oh, meant to fire this guy but placed him straight" or "someone slow-rolled his flip to get extra information" and what not but has the upshot of no additional pieces to keep track of.
B): Have two additional meta cards, one that says "Keep", the other "Fire" (similar to the voting tokens used by The Resistance). You would play one of these face-down along side your employee and reclaim it at round's end. This has the benefits of no physical ambiguity like option A but does require another set of components for everyone and adds another step when you intend to keep your deck intact most of the time. If you intend pruning to be an integral part of the game, maybe not the worst option.
If you don't mind having Severance happen at a later phase, this opens a few paths. Firstly, you could have the Severance effect be defined by the staff themselves. This allows them to trash additional stuff in different zones. E.g.
- Mook A has "Do thing_1. Severance cost"
- Thug B has "Do thing_2. Severance cost and trash a card in hand"
- Intern C has "Do thing_3. Severance cost and trash a card in your discard pile"
- Fundraiser D has "Do thing_4. Severance cost and trash a card in your discard pile"
Alternatively, there's also the option of having Severance be a static ability, (e.g. only trash current played card), which allows certain staffers to have abilities that modify it. E.g.
- CEO E has "Do thing_5. You may trash something from your hand/discard pile instead of CEO when severing it. Severancecost"
Just some thoughts
The best way is obviously subjective so I'll throw out some ideas for Severance. Here's two quick ideas to make Severance possibly work during the initial reveal:
A): When you reveal your card, orientation matters. Straight-up means play as normal, sideways means severance. This is a simple way to do it but opens up the door to misplays of "Oh, meant to fire this guy but placed him straight" or "someone slow-rolled his flip to get extra information" and what not but has the upshot of no additional pieces to keep track of.
B): Have two additional meta cards, one that says "Keep", the other "Fire" (similar to the voting tokens used by The Resistance). You would play one of these face-down along side your employee and reclaim it at round's end. This has the benefits of no physical ambiguity like option A but does require another set of components for everyone and adds another step when you intend to keep your deck intact most of the time. If you intend pruning to be an integral part of the game, maybe not the worst option.
If you don't mind having Severance happen at a later phase, this opens a few paths. Firstly, you could have the Severance effect be defined by the staff themselves. This allows them to trash additional stuff in different zones. E.g.
- Mook A has "Do thing_1. Severance cost"
- Thug B has "Do thing_2. Severance cost and trash a card in hand"
- Intern C has "Do thing_3. Severance cost and trash a card in your discard pile"
- Fundraiser D has "Do thing_4. Severance cost and trash a card in your discard pile"
Alternatively, there's also the option of having Severance be a static ability, (e.g. only trash current played card), which allows certain staffers to have abilities that modify it. E.g.
- CEO E has "Do thing_5. You may trash something from your hand/discard pile instead of CEO when severing it. Severancecost"
Just some thoughts
edited 9 hours ago
answered 9 hours ago
VeskahVeskah
1,0082 silver badges16 bronze badges
1,0082 silver badges16 bronze badges
I tried orientation, but that did lead to ambiguous situations about how a card was flipped or positioned. I like the meta card idea. I'd been toying with a token, but a card makes more sense. It still has the problem of adding to the complexity of pieces, because there are other pieces involved for a different part. The other things you mentioned are pretty similar to what I was thinking about in my post, but written more clearly.
– David Robie
8 hours ago
"There's also the option of having Severance be a static ability, (e.g. only trash current played card), which allows certain staffers to have abilities that modify it." This. 1000x this. You might be able to play a Bossy Manager, who can convince one of your current hand to resign. Or you might play an HR Advisor who can sever one of your discard pile. Or an HR Manager (or even HR Director) that are more expensive to buy but have more powerful abilities. Maybe the HR bods can have two abilities: either hire new staff for less cost OR sever existing staff.
– AndyT
7 hours ago
add a comment |
I tried orientation, but that did lead to ambiguous situations about how a card was flipped or positioned. I like the meta card idea. I'd been toying with a token, but a card makes more sense. It still has the problem of adding to the complexity of pieces, because there are other pieces involved for a different part. The other things you mentioned are pretty similar to what I was thinking about in my post, but written more clearly.
– David Robie
8 hours ago
"There's also the option of having Severance be a static ability, (e.g. only trash current played card), which allows certain staffers to have abilities that modify it." This. 1000x this. You might be able to play a Bossy Manager, who can convince one of your current hand to resign. Or you might play an HR Advisor who can sever one of your discard pile. Or an HR Manager (or even HR Director) that are more expensive to buy but have more powerful abilities. Maybe the HR bods can have two abilities: either hire new staff for less cost OR sever existing staff.
– AndyT
7 hours ago
I tried orientation, but that did lead to ambiguous situations about how a card was flipped or positioned. I like the meta card idea. I'd been toying with a token, but a card makes more sense. It still has the problem of adding to the complexity of pieces, because there are other pieces involved for a different part. The other things you mentioned are pretty similar to what I was thinking about in my post, but written more clearly.
– David Robie
8 hours ago
I tried orientation, but that did lead to ambiguous situations about how a card was flipped or positioned. I like the meta card idea. I'd been toying with a token, but a card makes more sense. It still has the problem of adding to the complexity of pieces, because there are other pieces involved for a different part. The other things you mentioned are pretty similar to what I was thinking about in my post, but written more clearly.
– David Robie
8 hours ago
"There's also the option of having Severance be a static ability, (e.g. only trash current played card), which allows certain staffers to have abilities that modify it." This. 1000x this. You might be able to play a Bossy Manager, who can convince one of your current hand to resign. Or you might play an HR Advisor who can sever one of your discard pile. Or an HR Manager (or even HR Director) that are more expensive to buy but have more powerful abilities. Maybe the HR bods can have two abilities: either hire new staff for less cost OR sever existing staff.
– AndyT
7 hours ago
"There's also the option of having Severance be a static ability, (e.g. only trash current played card), which allows certain staffers to have abilities that modify it." This. 1000x this. You might be able to play a Bossy Manager, who can convince one of your current hand to resign. Or you might play an HR Advisor who can sever one of your discard pile. Or an HR Manager (or even HR Director) that are more expensive to buy but have more powerful abilities. Maybe the HR bods can have two abilities: either hire new staff for less cost OR sever existing staff.
– AndyT
7 hours ago
add a comment |
Additional options might be to not have a specific "this card is removed from the deck" mechanic, but using the card itself as a cost when playing or resolving something.
For example, making end-game cards require you to trash some existing cards? Perhaps your late-game campaign staff is already a senator who needs their own interns, or something? That makes you think about when you want to buy that senator, because you need crap in your hand to make it worthwhile.
Alternatively, somewhat like a above, you can have (some) cards be amplified when trashed, like having a card that says "Gain 2 resource, or 4 resource if you trash this card."
You can also use that as fuel for another card-discard; so "Gain 2 resource, or 3 resource if you trash a different card from your hand."
That mechanic is not as generic, but in return does allow more flexibility and decisions. The option of "trash a card" can be a bit lame and game-y, but the option of the campaign manager throwing an intern under the bus for a quick boost in popularity might fit the theme really well. Plus it means that "how to get rid of cards" becomes part of the puzzle, where you might need to decide between trashing a good card for a big boost, or a crappy card without getting anything back.
Adding to the amplify idea, you can add card types/names to the trash condition to further open the design space. So Campaign Manager could have "Gain resource, gain more resource if you trash an intern card". Or Publicist: "Gain resource if you trash a card, or gain more resource if you trash a money card instead".
– Veskah
7 hours ago
add a comment |
Additional options might be to not have a specific "this card is removed from the deck" mechanic, but using the card itself as a cost when playing or resolving something.
For example, making end-game cards require you to trash some existing cards? Perhaps your late-game campaign staff is already a senator who needs their own interns, or something? That makes you think about when you want to buy that senator, because you need crap in your hand to make it worthwhile.
Alternatively, somewhat like a above, you can have (some) cards be amplified when trashed, like having a card that says "Gain 2 resource, or 4 resource if you trash this card."
You can also use that as fuel for another card-discard; so "Gain 2 resource, or 3 resource if you trash a different card from your hand."
That mechanic is not as generic, but in return does allow more flexibility and decisions. The option of "trash a card" can be a bit lame and game-y, but the option of the campaign manager throwing an intern under the bus for a quick boost in popularity might fit the theme really well. Plus it means that "how to get rid of cards" becomes part of the puzzle, where you might need to decide between trashing a good card for a big boost, or a crappy card without getting anything back.
Adding to the amplify idea, you can add card types/names to the trash condition to further open the design space. So Campaign Manager could have "Gain resource, gain more resource if you trash an intern card". Or Publicist: "Gain resource if you trash a card, or gain more resource if you trash a money card instead".
– Veskah
7 hours ago
add a comment |
Additional options might be to not have a specific "this card is removed from the deck" mechanic, but using the card itself as a cost when playing or resolving something.
For example, making end-game cards require you to trash some existing cards? Perhaps your late-game campaign staff is already a senator who needs their own interns, or something? That makes you think about when you want to buy that senator, because you need crap in your hand to make it worthwhile.
Alternatively, somewhat like a above, you can have (some) cards be amplified when trashed, like having a card that says "Gain 2 resource, or 4 resource if you trash this card."
You can also use that as fuel for another card-discard; so "Gain 2 resource, or 3 resource if you trash a different card from your hand."
That mechanic is not as generic, but in return does allow more flexibility and decisions. The option of "trash a card" can be a bit lame and game-y, but the option of the campaign manager throwing an intern under the bus for a quick boost in popularity might fit the theme really well. Plus it means that "how to get rid of cards" becomes part of the puzzle, where you might need to decide between trashing a good card for a big boost, or a crappy card without getting anything back.
Additional options might be to not have a specific "this card is removed from the deck" mechanic, but using the card itself as a cost when playing or resolving something.
For example, making end-game cards require you to trash some existing cards? Perhaps your late-game campaign staff is already a senator who needs their own interns, or something? That makes you think about when you want to buy that senator, because you need crap in your hand to make it worthwhile.
Alternatively, somewhat like a above, you can have (some) cards be amplified when trashed, like having a card that says "Gain 2 resource, or 4 resource if you trash this card."
You can also use that as fuel for another card-discard; so "Gain 2 resource, or 3 resource if you trash a different card from your hand."
That mechanic is not as generic, but in return does allow more flexibility and decisions. The option of "trash a card" can be a bit lame and game-y, but the option of the campaign manager throwing an intern under the bus for a quick boost in popularity might fit the theme really well. Plus it means that "how to get rid of cards" becomes part of the puzzle, where you might need to decide between trashing a good card for a big boost, or a crappy card without getting anything back.
answered 8 hours ago
ErikErik
4423 silver badges7 bronze badges
4423 silver badges7 bronze badges
Adding to the amplify idea, you can add card types/names to the trash condition to further open the design space. So Campaign Manager could have "Gain resource, gain more resource if you trash an intern card". Or Publicist: "Gain resource if you trash a card, or gain more resource if you trash a money card instead".
– Veskah
7 hours ago
add a comment |
Adding to the amplify idea, you can add card types/names to the trash condition to further open the design space. So Campaign Manager could have "Gain resource, gain more resource if you trash an intern card". Or Publicist: "Gain resource if you trash a card, or gain more resource if you trash a money card instead".
– Veskah
7 hours ago
Adding to the amplify idea, you can add card types/names to the trash condition to further open the design space. So Campaign Manager could have "Gain resource, gain more resource if you trash an intern card". Or Publicist: "Gain resource if you trash a card, or gain more resource if you trash a money card instead".
– Veskah
7 hours ago
Adding to the amplify idea, you can add card types/names to the trash condition to further open the design space. So Campaign Manager could have "Gain resource, gain more resource if you trash an intern card". Or Publicist: "Gain resource if you trash a card, or gain more resource if you trash a money card instead".
– Veskah
7 hours ago
add a comment |
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