Difference between revisions of "Hands"
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== Using the pattern == | == Using the pattern == | ||
+ | While [[Hands]] requires some thing to fill them with, [[Cards]] or [[Tiles]] most commonly, the basic design questions when using [[Hands]] is their size, how they should be constructed, and whether game elements should be replenished when used (see the [[Cards]] and [[Tiles]] patterns about the actions that can be provided by the elements in the [[Hands]]). | ||
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+ | When allowed, [[Hands]] are typically replenished directly after game elements have been removed from them as part of gameplay actions; [[Rummy]] shows an example where the replenishment is done before the actions. | ||
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+ | . The new [[Cards]] or [[Tiles]] can either taken from [[Drawing Stacks]] or [[Discard Piles]] and | ||
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+ | hand; should all cards be distributed at the beginning of the game or should some cards be left in, for example, a Drawing Stack. | ||
Another fundamental design question regarding Card Hands is how the size and content of the hands change. Having an initial set of cards that shrinks as cards are played makes use of Limited Resources and allows the game designer to limit the length of the game. Refilling the hand continuously as cards are being played creates a Closed Economy and frees the game design to determine the game length by other means. | Another fundamental design question regarding Card Hands is how the size and content of the hands change. Having an initial set of cards that shrinks as cards are played makes use of Limited Resources and allows the game designer to limit the length of the game. Refilling the hand continuously as cards are being played creates a Closed Economy and frees the game design to determine the game length by other means. | ||
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=== Can Modulate === | === Can Modulate === | ||
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=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 08:53, 24 August 2011
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This pattern is a still a stub.
A Card Hand consists of the cards, which are owned by the player, but which have not yet been put into play.
Contents
Examples
Battlestar Galactica: The Board Game. skill cards loyalty cards
Example: in Poker each of the players is dealt five cards, which define the Card Hand for each player.
Example: Bohnanza is a card game where the order of the cards in the Card Hand is important, as the players have to play the cards in a specific sequence.
Using the pattern
While Hands requires some thing to fill them with, Cards or Tiles most commonly, the basic design questions when using Hands is their size, how they should be constructed, and whether game elements should be replenished when used (see the Cards and Tiles patterns about the actions that can be provided by the elements in the Hands).
When allowed, Hands are typically replenished directly after game elements have been removed from them as part of gameplay actions; Rummy shows an example where the replenishment is done before the actions.
. The new Cards or Tiles can either taken from Drawing Stacks or Discard Piles and
hand; should all cards be distributed at the beginning of the game or should some cards be left in, for example, a Drawing Stack.
Another fundamental design question regarding Card Hands is how the size and content of the hands change. Having an initial set of cards that shrinks as cards are played makes use of Limited Resources and allows the game designer to limit the length of the game. Refilling the hand continuously as cards are being played creates a Closed Economy and frees the game design to determine the game length by other means.
Although most often consisting of Cards, a Card Hand can also consist of Tiles in games that have Tile-Laying.
Can Modulate
Can Be Modulated By
Drafting, Memorizing, Privileged Abilities, Sets, Randomness
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Hands are Containers of Cards or Tiles that assign players Ownership of these. Typically Hands are secret to other players so games with Hands tend to have Asymmetric Information. Being able to deduce other players' Hands, or being able to look at them through some Privileged Ability, does in most cases offers strategic advantages and this makes Hands give players Gain Information goals.
Relations
Can Instantiate
Asymmetric Information, Containers, Gain Information, Ownership
Can Modulate
Can Be Instantiated By
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Can Be Modulated By
Drafting, Memorizing, Privileged Abilities, Sets, Randomness
Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Card Hands 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.
Acknowledgements
-