Difference between revisions of "Pre-Customized Decks"

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(Relations)
(Relations)
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[[Cards]]
 
[[Cards]]
 
== Relations ==
 
== Relations ==
[[Stimulated Planning]],
 
[[Freedom of Choice]],
 
[[Heterogeneous Game Element Ownership]],
 
 
[[Multiplayer Games]],  
 
[[Multiplayer Games]],  
 
[[Evolving Rule Sets]],  
 
[[Evolving Rule Sets]],  
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[[Construction]],  
 
[[Construction]],  
 
[[Extra-Game Actions]],  
 
[[Extra-Game Actions]],  
 +
[[Freedom of Choice]],
 
[[Game Element Insertion]],  
 
[[Game Element Insertion]],  
 
[[Gameplay Engines]],  
 
[[Gameplay Engines]],  
 
[[Gameplay Mastery]],  
 
[[Gameplay Mastery]],  
[[Gain Competence]]
+
[[Gain Competence]],
 +
[[Stimulated Planning]]  
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
-
+
[[Heterogeneous Game Element Ownership]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Revision as of 20:00, 24 July 2015

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

This pattern is a still a stub.

Note: See Deck Building of the creation of decks during gameplay.

Examples

Hearthstone: Heroes of Warcraft, Illuminati: New World Order, Pokémon Trading Card Game, Magic: The Gathering, and Star Trek Customizable Card Game are all games where players create their own Pre-Customized Decks in most game formats before gameplay begins. The Lord of the Rings: The Fellowship of the Ring Deck-Building Game is an example of a co-operative game with Pre-Customized Decks.

Anti-Examples

Airborne Commander, A Few Acres of Snow, A Study in Emerald, Dominion, Legendary: A Marvel Deck Building Game, Thunderstone are all games where Deck Building is done during gameplay rather than before it begins.

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Cards

Relations

Multiplayer Games, Evolving Rule Sets, Purchasable Game Advantages, Pottering, Asymmetric Starting Conditions, Cards, Discard Piles, Ubiquitous Gameplay, Meta Games, Memorabilia, Player Unpredictability,

Can Instantiate

Abstract Player Constructs, Complex Gameplay, Construction, Extra-Game Actions, Freedom of Choice, Game Element Insertion, Gameplay Engines, Gameplay Mastery, Gain Competence, Stimulated Planning

Can Modulate

Collectible Card Games, Combos, Hands, Decks

Can Be Instantiated By

Heterogeneous Game Element Ownership

Can Be Modulated By

Drafting, Drafting Spreads, Strategic Knowledge

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

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Acknowledgements

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