Obsessed With Cards
Three months since our last post — just awful. Anyway…
I must be obsessed with designing card games. Maybe the fact that it’s easy to proto a bunch of cards is a factor, but I just find card games appealing in general. There is something inherently elegant about a game system that can be encapsulated within cards, even if you need a few accessories to go with them like dice or tokens. Cards can act as discreet game objects, such as for set collection games; they can be used for valuation (trick-taking) or bidding; they can be used as markers, tiles (maps and boards) or resources (discard from hand, or laid upon another card); and with so much room for text, they can contain a wide variety of game effects, without the need for an extensive rulebook.
I’ve done one revision of Cold War Rummy since the end of the rummy contest, replacing 21 cards and revising the rules in a couple areas. I’ve played twice with John and I think all the changes are positive, but am at the point where I want more external testing — I’m finding it hard to play rummy over and over and make an objective call about how well it’s working. I think I will send this down to Dan’s group in Austin in our next shipment (soon?!), and I’m going to ask my judge in Canada if he’d playtest for me again if I send him just the updated cards and rules. I’ll even give a shout-out to him here, as he (Sean Ross) has a climbing game called Haggis being published by Travis Worthington’s Indie Boards & Cards, which sounds good and has terrific art by Gary Simpson.
After five passes at what I call alpha, I’m finally at beta1 with my as yet unnamed monster fighting game. The temporary title is Titan Express following the format of numerous “express” games that have been designed on BGG lately. My original goal was to get something like the Titan experience, or at least flavor, in a one-hour card game. About the only things that remain at this point, however, are the Strength/Prowess ratings (power and skill in Titan) and some theming (Ogres, Centaurs, etc.). There is no board as movement has been completely abstracted to the use of terrain cards which function exclusively as a way to meet recruit requirements, and the bands (legions in Titan) develop in a much more free-form manner. Battles now occur at the end of each round, with bonus points awarded to the winner, playing to either a total point goal or number of rounds. The battle boards are gone as well; now, creatures form opposing lines up to two ranks deep and slug it out, but using cards has given me room to add more special abilities to different creatures, which works out quite well.
The end result is a game that bears only a distant relationship to Titan but I think it is completely functional at this point. Combat works well, so now it’s time to play a full game with complete rules and see how it goes now that I’ve settled on the move/recruit system.
All three of us have been working on card-based mech games. My first pass used 72 Chessex dice as I was trying to complete an entry for a contest on BGG. It didn’t work out the way I wanted it to, heh, but I may revisit it in the future, reusing some of the elements of this design. John’s is reminiscent of a pseudo-3D dice tracking system from a previous space game, and Brian’s uses damage flow diagrams that remind me of Renegade Legion: Interceptor, although it dispenses with randomness in the combat and adds it in the form of a shuffled deck of actions. Messing with that actually has me itching to revisit my Red Reticle design…
Alas, poor Biomedica, I knew it well. This has languished for a few months now. I think I simply burned out on trying different ways to handle the tech tree / development / upgrade system, which ultimately feels overly weighty compared to the fairly simple cube-placement system. Any of several methods I’ve tried has been functional, but the overall feel of the game is simply lacking, and I’m concerned the cube-placement system lacks meat. I think this will sit for a while more until inspiration strikes again.