Collectible Card Games

From gdp3
Revision as of 20:50, 18 December 2014 by Staffan Björk (Talk | contribs)

Jump to: navigation, search

Card games where players maintain their own card collections which are used to provide game elements to the individual game instances they participate in.

Many games uses cards but Collectible Card Games are a specific category of these games where players bring their own set of cards to play each other. This adds aspects of acquiring new cards and preparing which cards to use to these games.

Examples

Well-known examples of Collectible Card Games include Magic: The Gathering and the Pokémon Trading Card Game. See also the category of Collectible Card Games on this wiki for additional examples.

An odd example of a mini game, the card game Caravan in the game Fallout: New Vegas is a collectible card game which depends on players gathering cards in a post-apocalyptic US wasteland.

Using the pattern

Can Be Instantiated By

Cards together with Heterogeneous Game Element Ownership

Can Be Modulated By

Cooldown, Discard Piles, Drafting, Expansions, Hands

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Collectible Card Games require players to engage in Extra-Game Actions since they need to acquire Cards before gameplay and decide which Cards they want to use. Further, preparing to play Collectible Card Games requires players to engage in Deck Building. That good Cards may be more expensive than other Cards and that having a large collection to chose from can be advantageous means that Collectible Card Games typically provide Purchasable Game Advantages. The introduction of new Cards into Collectible Card Games can make players be surprised of new effects in the game, and this can practically become that same as Fudged Results for players experiencing this.

Collectible Card Games can make Cards into the Focus Loci for players.

Relations

Can Instantiate

Deck Building, Extra-Game Actions, Fudged Results, Purchasable Game Advantages

Can Modulate

-

Can Be Instantiated By

Cards together with Heterogeneous Game Element Ownership

Can Be Modulated By

Cooldown, Discard Piles, Drafting, Expansions, Hands

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

-