Difference between revisions of "Deck Building"
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=== Examples === | === Examples === | ||
− | [[A Few Acres of Snow]], [[Dominion | + | [[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. |
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+ | ==== 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 == | == Using the pattern == |
Revision as of 08:10, 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.
Contents
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.
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Game Element Insertion Collectible Card Games Dedicated Game Facilitators Drawing Stacks Stimulated Planning Fudged Results Freedom of Choice Heterogeneous Game Element Ownership Multiplayer Games Fixed Distributions Self-Facilitated Games Magic the Gathering (redirect page) Evolving Rule Sets Purchasable Game Advantages Construction Pottering Asymmetric Starting Conditions Strategic Knowledge Player Elimination Early Elimination Focus Loci Cards Discard Piles Drafting Hands Ubiquitous Gameplay Meta Games Game Element Trading Memorabilia Player Unpredictability Complex Gameplay
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Pottering, Gameplay Engines, Abstract Player Constructs,
Can Instantiate
Abstract Player Construct Development, Freedom of Choice
with ...
Can Modulate
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Can Be Instantiated By
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Can Be Modulated By
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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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