Difference between revisions of "Hands"

From gdp3
Jump to: navigation, search
(Relations)
Line 26: Line 26:
  
 
[[Scrabble]]
 
[[Scrabble]]
 +
 +
[[Battlestar Galactica: The Board Game]]. skill cards
 +
loyalty cards
  
 
Example: in Poker each of the players is dealt five cards, which define the Card Hand for each player.
 
Example: in Poker each of the players is dealt five cards, which define the Card Hand for each player.
Line 32: Line 35:
  
 
== Using the pattern ==
 
== Using the pattern ==
 
Using the pattern
 
  
 
The basic design question when using Card Hands is determining the size of the hand; should all cards be distributed at the beginning of the game or should some cards be left in, for example, a Drawing Stack.
 
The basic design question when using Card Hands is determining the size of the hand; should all cards be distributed at the beginning of the game or should some cards be left in, for example, a Drawing Stack.
Line 41: Line 42:
 
Although most often consisting of Cards, a Card Hand can also consist of Tiles in games that have Tile-Laying.
 
Although most often consisting of Cards, a Card Hand can also consist of Tiles in games that have Tile-Laying.
  
 +
=== Can Modulate ===
 +
[[Cards]],
 +
[[Tiles]]
 +
 +
=== Can Be Modulated By ===
 +
[[Drafting]],
 +
[[Memorizing]],
 +
[[Privileged Abilities]],
 +
[[Sets]],
 +
[[Randomness]]
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
Line 49: Line 60:
  
 
== Consequences ==
 
== Consequences ==
Card Hands are Containers of Cards that assign players Ownership to the Cards. Typically Card Hands are secret to all other players and being able to deduce the other players' hands offers a strategic advantage (i. e. a Gain Information goal). However, the other players may know how many cards are in the Card Hand and the cards might be marked, so the players have Asymmetric Information about the Card Hands in play.
+
[[Hands]] are [[Containers]] of [[Cards]] or [[Tiles]] that assign players [[Ownership]] of these. Typically [[Hands]] are secret to other players so games with [[Hands]] tend to have [[Asymmetric Information]]. Being able to deduce other players' [[Hands]], or being able to look at them through some [[Privileged Abilities|Privileged Ability]], does in most cases offers strategic advantages and this makes [[Hands]] give players [[Gain Information]] goals.
  
 
== Relations ==
 
== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
-
+
[[Asymmetric Information]],
 +
[[Containers]],
 +
[[Gain Information]],
 +
[[Ownership]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===

Revision as of 08:20, 24 August 2011

...

This pattern is a still a stub.

A Card Hand consists of the cards, which are owned by the player, but which have not yet been put into play.

Examples

Poker

Race for the Galaxy

Contract Bridge

Thunderstone

Mahjong

Tien Gow

Scrabble

Battlestar Galactica: The Board Game. skill cards loyalty cards

Example: in Poker each of the players is dealt five cards, which define the Card Hand for each player.

Example: Bohnanza is a card game where the order of the cards in the Card Hand is important, as the players have to play the cards in a specific sequence.

Using the pattern

The basic design question when using Card Hands is determining the size of the hand; should all cards be distributed at the beginning of the game or should some cards be left in, for example, a Drawing Stack.

Another fundamental design question regarding Card Hands is how the size and content of the hands change. Having an initial set of cards that shrinks as cards are played makes use of Limited Resources and allows the game designer to limit the length of the game. Refilling the hand continuously as cards are being played creates a Closed Economy and frees the game design to determine the game length by other means.

Although most often consisting of Cards, a Card Hand can also consist of Tiles in games that have Tile-Laying.

Can Modulate

Cards, Tiles

Can Be Modulated By

Drafting, Memorizing, Privileged Abilities, Sets, Randomness

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Hands are Containers of Cards or Tiles that assign players Ownership of these. Typically Hands are secret to other players so games with Hands tend to have Asymmetric Information. Being able to deduce other players' Hands, or being able to look at them through some Privileged Ability, does in most cases offers strategic advantages and this makes Hands give players Gain Information goals.

Relations

Can Instantiate

Asymmetric Information, Containers, Gain Information, Ownership

Can Modulate

Cards, Tiles

Can Be Instantiated By

-

Can Be Modulated By

Drafting, Memorizing, Privileged Abilities, Sets, Randomness

Possible Closure Effects

-

Potentially Conflicting With

-

History

An updated version of the pattern Card Hands 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

-