Decks
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
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Using the pattern
The design of how Decks are used in games rely primarily on deciding which Cards can be used. A secondary choice is how many Decks should be used, e.g. should each player have their own Decks? Deck Building or Pre-Customized Decks allow players to construct the Decks used and is very often used when players have their own Decks. The use of these patterns in Collectible Card Games make Decks a common occurrence in this type of games.
Each Deck in a game can be design as Closed Economies or Faucet/Drain systems.
Interface Aspects
Decks in an Interface Pattern.
Drafting Spreads Discard Piles Drawing Stacks Hands
Drafting Spreads Discard Piles Drawing Stacks Hands
Consequences
Decks provide Randomness for games using Cards. Keeping track of which Cards are left in Decks often provide gameplay advantage and because of this the presence of Decks encourage Memorizing. It can also provide Strategic Knowledge either when players know which Cards are in Decks or when they can create them through Deck Building or Pre-Customized Decks.
Relations
Can Instantiate
Memorizing, Randomness, Strategic Knowledge
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Deck Building, Pre-Customized Decks
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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