Difference between revisions of "Deck Building"
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− | '' | + | ''Gameplay where players acquire cards to their decks during gameplay in order for these to be used later in the same game instance.'' |
+ | Some games allow players to have their own decks of cards. | ||
This pattern is a still a stub. | This pattern is a still a stub. | ||
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== Using the pattern == | == Using the pattern == | ||
[[Deck Building]] is used in games to let players have agency on which [[Cards]] should be in [[Decks]]. Players typically use this to affect the [[Randomness]] of their potential [[Hands]] by getting [[Cards]] that increase their chances of [[Combos]] and [[Gameplay Engines]]. Most games using [[Deck Building]] have new [[Cards]] put in [[Discard Piles]], which create a form of [[Cooldown]] for new [[Cards]]. | [[Deck Building]] is used in games to let players have agency on which [[Cards]] should be in [[Decks]]. Players typically use this to affect the [[Randomness]] of their potential [[Hands]] by getting [[Cards]] that increase their chances of [[Combos]] and [[Gameplay Engines]]. Most games using [[Deck Building]] have new [[Cards]] put in [[Discard Piles]], which create a form of [[Cooldown]] for new [[Cards]]. | ||
+ | |||
+ | The design choices related to [[Deck Building]] concern which actions should be available for getting new [[Cards]], and from where these can be gotten. Typically this also means determining price for [[Cards]] to make more powerful [[Cards]] more difficult to get into one's [[Decks|Deck]]. [[Dominion]] lets players see all [[Cards]] that are purchasable from the beginning while [[Legendary: A Marvel Deck Building Game]] provides a limited number of [[Cards]] at any time through the use of a [[Drafting Spreads|Drafting Spread]]. | ||
+ | |||
+ | In many cases, [[Deck Building]] games use [[Cards]] to provide actions. This means that players typically need a starting deck which allows them to perform the actions of acquiring other cards through [[Deck Building]]. | ||
Players' [[Deck Building]] is typically helped by [[Strategic Knowledge]], so the possibility of having this (about [[Cards]] and their [[Combos]]) in a game is likely to affect this 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. | Players' [[Deck Building]] is typically helped by [[Strategic Knowledge]], so the possibility of having this (about [[Cards]] and their [[Combos]]) in a game is likely to affect this 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. | ||
== 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. [[Game Element Insertion]] is a consequence of using [[Deck Building]] since the [[Cards]] introduce into [[Decks]] by [[Deck Building]] are typically not in play before this happens. However, this is not a strong case of [[Game Element Insertion]] as the [[Cards]] typically already play a role as [[Limited Resources]] before being part of a [[Decks|Deck]]. |
+ | |||
+ | Further, [[Deck Building]] allows for [[Construction]] and [[Abstract Player Construct Development]], and by doing so gives players a [[Freedom of Choice]] of what should be in their [[Decks]]. These new [[Cards]] are [[Investments]] and often associated with [[Risk/Reward]] speculations since uncertainty exist both in [[Cards]] will be gotten into players' [[Hands]] at the right times and if other [[Cards]] which work well together with the ones gotten will be available to get in the future. | ||
Building [[Decks]] often result in players having [[Gain Competence]] goals and achieving these cause [[Stimulated Planning]] and [[Strategic Planning]]. [[Deck Building]] games often have [[Complex Gameplay]] since they make use of many different types of [[Cards]] whose effects combine in different ways, and being able to handle this is a way to show [[Gameplay Mastery]]. | Building [[Decks]] often result in players having [[Gain Competence]] goals and achieving these cause [[Stimulated Planning]] and [[Strategic Planning]]. [[Deck Building]] games often have [[Complex Gameplay]] since they make use of many different types of [[Cards]] whose effects combine in different ways, and being able to handle this is a way to show [[Gameplay Mastery]]. | ||
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== Relations == | == Relations == | ||
+ | [[Investments]], | ||
+ | [[Risk/Reward]], | ||
+ | |||
+ | [[Drafting Spreads]] | ||
+ | |||
=== Can Instantiate === | === Can Instantiate === | ||
[[Abstract Player Construct Development]], | [[Abstract Player Construct Development]], | ||
[[Complex Gameplay]], | [[Complex Gameplay]], | ||
[[Construction]], | [[Construction]], | ||
− | |||
[[Freedom of Choice]], | [[Freedom of Choice]], | ||
[[Gain Competence]], | [[Gain Competence]], | ||
[[Game Element Insertion]], | [[Game Element Insertion]], | ||
[[Gameplay Mastery]], | [[Gameplay Mastery]], | ||
+ | [[Investments]], | ||
+ | [[Risk/Reward]], | ||
[[Stimulated Planning]], | [[Stimulated Planning]], | ||
[[Strategic Planning]] | [[Strategic Planning]] | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | [[Drafting Spreads]], | ||
[[Strategic Knowledge]] | [[Strategic Knowledge]] | ||
Revision as of 11:01, 21 July 2015
Gameplay where players acquire cards to their decks during gameplay in order for these to be used later in the same game instance.
Some games allow players to have their own decks of cards. 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
Deck Building is used in games to let players have agency on which Cards should be in Decks. Players typically use this to affect the Randomness of their potential Hands by getting Cards that increase their chances of Combos and Gameplay Engines. Most games using Deck Building have new Cards put in Discard Piles, which create a form of Cooldown for new Cards.
The design choices related to Deck Building concern which actions should be available for getting new Cards, and from where these can be gotten. Typically this also means determining price for Cards to make more powerful Cards more difficult to get into one's Deck. Dominion lets players see all Cards that are purchasable from the beginning while Legendary: A Marvel Deck Building Game provides a limited number of Cards at any time through the use of a Drafting Spread.
In many cases, Deck Building games use Cards to provide actions. This means that players typically need a starting deck which allows them to perform the actions of acquiring other cards through Deck Building.
Players' Deck Building is typically helped by Strategic Knowledge, so the possibility of having this (about Cards and their Combos) in a game is likely to affect this 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.
Consequences
Deck Building modulates how Decks are constructed by letting individual Cards be added to them over time. Game Element Insertion is a consequence of using Deck Building since the Cards introduce into Decks by Deck Building are typically not in play before this happens. However, this is not a strong case of Game Element Insertion as the Cards typically already play a role as Limited Resources before being part of a Deck.
Further, Deck Building allows for Construction and Abstract Player Construct Development, and by doing so gives players a Freedom of Choice of what should be in their Decks. These new Cards are Investments and often associated with Risk/Reward speculations since uncertainty exist both in Cards will be gotten into players' Hands at the right times and if other Cards which work well together with the ones gotten will be available to get in the future.
Building Decks often result in players having Gain Competence goals and achieving these cause Stimulated Planning and Strategic Planning. Deck Building games often have Complex Gameplay since they make use of many different types of Cards whose effects combine in different ways, and being able to handle this is a way to show Gameplay Mastery.
Relations
Can Instantiate
Abstract Player Construct Development, Complex Gameplay, Construction, Freedom of Choice, Gain Competence, Game Element Insertion, Gameplay Mastery, Investments, Risk/Reward, Stimulated Planning, Strategic Planning
with Discard Piles
Can Modulate
Combos, Decks, Discard Piles, Gameplay Engines, Hands, Randomness
Can Be Instantiated By
-
Can Be Modulated By
Drafting Spreads, 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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