Difference between revisions of "Drawing Stacks"
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Revision as of 20:05, 1 March 2011
A collection of cards or tiles that have a sequence in which they should be drawn to determine outcomes of certain gameplay actions.
This pattern is a still a stub.
Contents
Examples
Using the pattern
The memory function of Drawing Stacks of Cards or Tiles offer design possibilities both regarding player actions and timing of events in the game session. Being able to view or select Cards
In games where players may wish to empty Drawing Stacks since they Dominion
Further, Cards and Tiles allow the distribution to be changed explicitly during gameplay through events in the game.
In Shadows over Camelot there are two Drawing Stacks, one for good events and one for bad. When one is depleted both are reshuffled which may entice players to draw from one stack just to empty it so the other stack is reshuffled.
The Chancellor card in Dominion allows the action of putting the entire Drawing Stack in the discard pile, forcing a reshuffle. This can be advantageous if one knows that the cards one wants has already been played so one wants a reshuffle as soon as possible.
In the Fluxx Reduxx and Family Fluxx variants of Fluxx the card Choose a New Rule let a player go through the Drawing Stack or Discard Pile and choose a card, after which one reshuffles the searches stack or pile.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
An updated version of the pattern Drawing Stacks that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgments
Marcus Brissman, Guy Lima Jr., Stephan Meyers, Johan Toresson, Jose Zagal