Stack Seeding

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Manipulating the randomness of drawing stacks by ensure the presence of certain elements in certain parts of the stacks.

Drawing stacks are used to create randomness in games but sometimes games need some more structure to ensure that gameplay develops as the game designers intended. One way of doing this is manipulate where specific tiles or cards are in the stacks. This Stack Seeding can either be done when the the stack is created or during gameplay.

Examples

In Thunderstone the deck with monsters is created from first randomizing monster cards, then creating several separate decks by dividing these and adding a thunderstone or guardian cards. These separate decks are then stacked on each other to create one deck where the thunderstone and guardian cards are guaranteed to be within certain intervals of the deck but their specific places are still unknown.

Pandemic uses a similar method to create


A weak example of Stack Seeding

Using the pattern

Placing at the bottom of the Drawing Stack

Stack Seeding requires

Randomness Drawing Stacks Geometric Progression

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

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Acknowledgements

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