Difference between revisions of "Cycle Deck Engines"

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[[Category:Card Patterns]]
 
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[[Category:Needs revision]]
 
[[Category:Needs examples]]
 
[[Category:Needs examples]]

Latest revision as of 12:04, 20 March 2018

A game engine built around being able to go through as much of a deck as possible.

Some games allow players to draw cards from drawing stacks to perform other gameplay actions. When such cards allow new cards to be drawn and used players may be able to go through all or most of their drawing stacks. Having cards which provides this kind of effect is called having a Cycle Deck Engine.

Examples

Combinations of "Smithy" and "Village" cards in Dominion allows for Cycle Deck Engines which both provides new cards and new actions to players, potentially letting them empty their decks each turn. Similarly, collecting cards with the spider-man-theme in Legendary: A Marvel Deck Building Game allows players to cycle through their deck to gain maximum benefit of all the cards they have.

Using the pattern

Cycle Deck Engines are an example of how Gameplay Engines can occur in game that allow Deck Building. They basically work by letting players have Cards which allows them to draw more Cards which cumulatively provide a greater advantage the more Cards that have been drawn. Cycle Deck Engines are made possible by letting players do Deck Building where they collect Cards which allows them to draw continuously new Cards from Drawing Stacks.

Consequences

Rather obvious, a Cycle Deck Engines is an example of a Gameplay Engine.

Relations

Can Instantiate

Combos, Gameplay Engines

Can Modulate

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Can Be Instantiated By

Cards, Deck Building, and Drawing Stacks

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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