Difference between revisions of "Decks"

From gdp3
Jump to: navigation, search
(Using the pattern)
Line 20: Line 20:
 
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.  
 
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 [[Decks|Deck]] in a game can be design as [[Closed Economies]] or [[Faucet/Drain]] systems.  
+
Each [[Decks|Deck]] in a game can be design as [[Closed Economies]] or [[Faucet/Drain]] systems, with [[Deck Building]] as the primary way to design the latter choice. The most common use of [[Decks]] is as [[Drawing Stacks]], often to let players create [[Hands]]. This can be modified by [[Drafting Spreads]] that let players choice which [[Cards|Card]] from a limited set they wish to take. [[Discard Piles]] are typically used whenever the number of [[Cards]] in [[Decks]] are not sufficient for the intended gameplay time or when re-use of [[Cards]] for new [[Drawing Stacks]] are intended; this creates true [[Closed Economies]] if no new [[Cards]] are introduced and lets new [[Cards]] be randomized with the old ones when [[Deck Building]] is used (since new [[Cards]] are typically placed in [[Discard Piles]]).  
 
+
  
 
=== Interface Aspects ===
 
=== Interface Aspects ===
Line 30: Line 29:
 
[[Drawing Stacks]]
 
[[Drawing Stacks]]
 
[[Hands]]
 
[[Hands]]
 
[[Drafting Spreads]]
 
[[Discard Piles]]
 
[[Drawing Stacks]]
 
[[Hands]]
 
 
[[Closed Economies]]
 
[[Faucet/Drain]]
 
  
 
== Consequences ==
 
== Consequences ==
Line 55: Line 46:
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 +
[[Closed Economies]],
 
[[Deck Building]],  
 
[[Deck Building]],  
 +
[[Faucet/Drain]],
 
[[Pre-Customized Decks]]
 
[[Pre-Customized Decks]]
  

Revision as of 10:46, 25 July 2015

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Anti-Examples

optional

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, with Deck Building as the primary way to design the latter choice. The most common use of Decks is as Drawing Stacks, often to let players create Hands. This can be modified by Drafting Spreads that let players choice which Card from a limited set they wish to take. Discard Piles are typically used whenever the number of Cards in Decks are not sufficient for the intended gameplay time or when re-use of Cards for new Drawing Stacks are intended; this creates true Closed Economies if no new Cards are introduced and lets new Cards be randomized with the old ones when Deck Building is used (since new Cards are typically placed in Discard Piles).

Interface Aspects

Decks in an Interface Pattern.

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

Collectible Card Games

Can Be Instantiated By

Cards

Can Be Modulated By

Closed Economies, Deck Building, Faucet/Drain, Pre-Customized Decks

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

-

Acknowledgements

-