Difference between revisions of "Deck Building"

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(Consequences)
(Relations)
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== Consequences ==
 
== Consequences ==
 
[[Deck Building]] modulates how [[Decks]] are constructed by letting individual [[Cards]] be added to them over time.
 
[[Deck Building]] modulates how [[Decks]] are constructed by letting individual [[Cards]] be added to them over time.
 +
  
 
== Relations ==
 
== Relations ==
  
[[Discard Piles]]
 
  
 
[[Gain Competence]],  
 
[[Gain Competence]],  
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[[Combos]],  
 
[[Combos]],  
 
[[Decks]],  
 
[[Decks]],  
 +
[[Discard Piles]],
 
[[Gameplay Engines]],  
 
[[Gameplay Engines]],  
 
[[Hands]],  
 
[[Hands]],  

Revision as of 14:19, 20 July 2015

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Note: This pattern follows the distinction made in BoardGameGeek that Deck Building refers to constructions of decks during gameplay. See Pre-Customized Decks for constructions of decks before gameplay.

Examples

A Few Acres of Snow, Dominion, and Thunderstone are all games with Deck Building as a core mechanic. So is Legendary: A Marvel Deck Building Game but this show that Deck Building games can be co-operative. A Study in Emerald provides an team-based example even if players initially do not know which other players are on their team while Airborne Commander shows that Deck Building games can be solitaire games.

Anti-Examples

Magic: The Gathering and The Lord of the Rings: The Fellowship of the Ring Deck-Building Game have players build their decks before gameplay begins, so these games use the pattern Pre-Customized Decks rather than Deck Building.

Using the pattern

Bag Building can be an alternative to Deck Building if not the design possibilities of Cards (compared to Tokens) are need. Pre-Customized Decks is another alternative where players build their decks before gameplay begins.

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Deck Building modulates how Decks are constructed by letting individual Cards be added to them over time.


Relations

Gain Competence,

Can Instantiate

Abstract Player Construct Development, Complex Gameplay, Construction, Extra-Game Actions, Freedom of Choice, Gameplay Mastery, Stimulated Planning, Strategic Planning

Can Modulate

Combos, Decks, Discard Piles, Gameplay Engines, Hands, Randomness

Can Be Instantiated By

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Can Be Modulated By

Strategic Knowledge

Possible Closure Effects

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Potentially Conflicting With

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History

New pattern created in this wiki.

References

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Acknowledgements

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