Geek Proud, GeekOut.

Card Games

There’s something weirdly therapeutic about shuffling a deck of cards, and for enthusiasts of all stripes there’s an ever increasing number of games to choose from across a wide variety of genres, so many in fact that I for one do not remember the last time I played a game with the classic four-suite deck. The combination of a randomised deck, the resource-management elements of a hand, and the sheer volume of options afforded by the printed space on cards make them a versatile utility for any game designer.

But with such an array of choices, how do you know what’s right for you?

Decks

The structure of decks, and how those structures are reached can vary wildly:

Pre-built decks are the most common by far, and most frequently multiple decks control different elements of the game. For example, in Munchkin the Door deck describes your encounters, and the Treasure deck rewards you for your efforts. In Bucket of Doom (a recent acquisition of mine) players are required to formulate escape plans drawn from the Situation deck using one of their Item cards as the most essential component. Or to take it one step further, in Boss Monster, you have a Dungeon deck with which to built your evil lair, a Spell deck that grants you special powers, and all players are at the mercy of the Hero deck.

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Deck building games most commonly feature a single deck around which the entire game focusses, which is slowly divided amongst the players. The DC Deck Building Game is a favourite of mine, in which players begin with only a handful of powers, and must gather more powers, as well as allies, equipment, and even a few enemies in order to strengthen their chances of securing better cards as the game progresses, and work their way through the super-villains. Smash-Up takes a different course, where the deck is built right at the beginning by combining any two of the large choice of factions together, using complimentary tactics to compete for control of the bases.

CCGs (collectible card games) offer players a library of cards from which they can collect and horde, and building a deck from what cards they amass from booster packs and boxes. Whoever can build the best deck wins. This type of game lends itself to victory through study, knowledge, and yes, more than a little cash spent on cards that can assure victory, and this can create a rather elitist type of gamer, or just a bunch of people who really enjoy testing their strategic thinking.

The real beauty of the deck structure is that it is easy to expand upon. As a perfect example, Cards Against Humanity having such a simple structure allows the creators to bring out new decks based on what’s funny to a geographical area (or hand us some lazy British stereotypes, cheers lads) or simply add more material to keep the game fresh. Smash Up gains more factions to mix and mash, and CCG’s expand upon the ever growing market, changing with the time so as to prevent older players gaining too strong an advantage over new players. It never quite works out like that though…

Hands

Your only resource is the cards in your hand. Games may differ, changing the way cards are played depending on other elements of the game, but ultimately you can only control what you do with what you have. Card quality can vary, and you can end up with some hands offering you next to no choices, while others grant you significant bonuses in any situation. You’re frequently limited as to how many cards you can hold, and almost always limited on how many you replenish, so managing this precious resource is a tough balancing act of weighing pros and cons of each play, calculating the best order, but leaving yourself prepared for what may come.

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It’s little wonder it can take some people an hour to make up their minds.

The random nature of a well-shuffled deck can be a blessing and a curse. Some players may find that the cards they draw just aren’t good enough, or are stuck with the agony of choosing which of their incredible choices would be best used in the moment, only to find another, better situation arise soon after. Magic the Gathering players will be familiar with the terms Mana-Screwed or -Flooded referring to having too little or too much of the essential resource card. Fans of Cards Against Humanity or Dixit will know the sting of picking up “The Perfect Card” the moment they made an inadequate play.

This level of chaos can put some people off playing, but sometimes it’s best just to make the best of what you have and hope for a change of fortunes. And if it never happens you can always blame the cards.

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