Difference between revisions of "Cards"

From gdp3
Jump to: navigation, search
(Using the pattern)
Line 44: Line 44:
  
 
[[Cards]] are commonly used with [[Drawing Stacks]], potentially also with [[Stack Seeding]] to guarantee certain distributions of [[Cards]]. They can be used to make actions possible directly or through [[Action Programming]], represent [[Resources]] or parts of [[Sets]]. A type of action only found in [[:Category:Card Games|Card Games]] is [[Trick Taking]].
 
[[Cards]] are commonly used with [[Drawing Stacks]], potentially also with [[Stack Seeding]] to guarantee certain distributions of [[Cards]]. They can be used to make actions possible directly or through [[Action Programming]], represent [[Resources]] or parts of [[Sets]]. A type of action only found in [[:Category:Card Games|Card Games]] is [[Trick Taking]].
 +
 +
[[New Abilities]]
 +
[[Budgeted Action Points]],
  
 
[[Cards]] can either be taken out of play after being used, making them [[Non-Renewable Resources]] and [[Focus Loci]] for the actions they represent, or be re-used through the use of [[Discard Piles]]. Even games that do not re-use [[Cards]] often use [[Discard Piles]] to separate the cards that have been used from others, except for card games which use [[Trick Taking]].
 
[[Cards]] can either be taken out of play after being used, making them [[Non-Renewable Resources]] and [[Focus Loci]] for the actions they represent, or be re-used through the use of [[Discard Piles]]. Even games that do not re-use [[Cards]] often use [[Discard Piles]] to separate the cards that have been used from others, except for card games which use [[Trick Taking]].
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
[[Budgeted Action Points]],
 
 
[[Extra Chances]],  
 
[[Extra Chances]],  
 
[[Heterogeneous Game Element Ownership]],  
 
[[Heterogeneous Game Element Ownership]],  
[[New Abilities]]
 
  
 
=== Interface Aspects ===
 
=== Interface Aspects ===

Revision as of 19:55, 21 August 2011

Cards are game elements used to distribute tokens, often with different characteristics, to players without necessarily revealing the distribution.

Cards are common game elements in traditional games. They provide an easy way to randomize distribution and keep that distribution secret from players. The information can either be secret to all players, as for example when the game uses a stack from which cards are drawn, or known only to one player, as is the case in card games where each player has a card hand. The use of Cards also allow game designers to choose the exact distribution, not only guaranteeing the overall chance for a value specified by a card to be drawn but also guaranteeing that certain values will appear during gameplay. Cards do not need to be physical game elements, they can also be simulated in computer games.

While some purchased games come with all Cards in a game design, others require players to combine their Cards to be able and play. Other games expand the gameplay by adding expansions with Cards.

Note: this pattern currents includes the pattern Chips.

Examples

Example: The common set of cards, used for example in Blackjack or Poker, consists of 52 cards split between four suits of 13 cards each, where the 13 cards are numbered from 2 to 10 and include a knight, queen, king and ace.

Example: alternative card designs include the "card sets" of collectable card games such as Magic: the Gathering or Illuminati: New World Order. In both of these several different categories of cards are mixed and are required to be used in order to win, some enabling actions, some acting as resources generators. Illuminati: New World Order also uses spatial relationships of the Cards as a meaningful element of the gameplay.

Example: the board game Talisman uses Cards to randomize the contents of areas on the game board, and the Card Hands players possess are public inventories of items found.

Magic: The Gathering

Dominion

Thunderstone

Race for the Galaxy

San Juan

Space Alert

The latest edition of Warhammer Fantasy Roleplay depict the skills, talents, and reputations of players' characters through Cards.


See The Penguin Encyclopedia of Card Games by Parlett for numerous examples of card games.

Using the pattern

Designing Cards consist of selecting what information should be on the Cards, what different types of Cards should exist, and how many of each type should exist. Many well-known card games, e.g. Contract Bridge, Hearts and Texas Hold'Em, use the common card pack with 52 cards in four suits. Others, e.g. Blackjack, use several decks to increase the unpredictability of the gameplay.

Cards are commonly used with Drawing Stacks, potentially also with Stack Seeding to guarantee certain distributions of Cards. They can be used to make actions possible directly or through Action Programming, represent Resources or parts of Sets. A type of action only found in Card Games is Trick Taking.

New Abilities Budgeted Action Points,

Cards can either be taken out of play after being used, making them Non-Renewable Resources and Focus Loci for the actions they represent, or be re-used through the use of Discard Piles. Even games that do not re-use Cards often use Discard Piles to separate the cards that have been used from others, except for card games which use Trick Taking.

Can Instantiate

Extra Chances, Heterogeneous Game Element Ownership,

Interface Aspects

Cards is an Interface Pattern.

Consequences

Sets of Cards allow game designers to determine exactly the distribution between different Resources, events or outcomes in a game while still providing Randomness; the Randomness is very often achieved through making Drawing Stacks of the Cards. Games with Cards can quite easily be given Expansions through simply providing new Cards, this is a way to provide Evolving Rule Sets and examples of games that have done this include Magic: The Gathering, Pokémon Trading Card Game, Race for the Galaxy, and Thunderstone.

Since cards are two-sided, the information contained on the card can be distributed in various ways between the two-sides: having no information on one side (except that it is a card in the set) as is the case for traditional cards; marking functionally different cards on both sides but not the specific characteristics or placing one of several categories of information on both sides. This allows fine-tuning of the use of Imperfect Information in the game design, including using them as pure Bookkeeping Tokens (Cards cannot in themselves instantiate Imperfect Information in games unless the types of Cards and distributions are unknown to players). The Imperfection Information possible by Cards allow Collaborative Actions using them to be Anonymous Actions - Battlestar Galactica: The Board Game uses this to let traitors sabotage challenges with some risk of not being detected.

When Cards provide New Abilities to players, they are a form of Focus Loci and can represent Abstract Player Constructs. This quite naturally opens up for Abstract Player Construct Development through acquiring new Cards.

Relations

Can Instantiate

Abstract Player Constructs, Abstract Player Construct Development, Action Programming, Bookkeeping Tokens, Budgeted Action Points, Drawing Stacks, Extra Chances, Focus Loci, Heterogeneous Game Element Ownership, New Abilities, Non-Renewable Resources, Randomness, Resources, Sets

with Collaborative Actions

Anonymous Actions

with Expansions

Evolving Rule Sets

Can Modulate

Imperfect Information, Resources

Can Be Instantiated By

-

Can Be Modulated By

Discard Piles, Stack Seeding, Trick Taking

Possible Closure Effects

-

Potentially Conflicting With

-

History

An updated version of the pattern Cards that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

-