Tag Archives: Cards

Reinventing the wheel

It started on Friday night. I had the weirdest dream. I was in some kind of information centre. It looked like a mix of an ATC centre, but with attached CCTV centres. None of it made sense to me and the weirdest part was that everyone was talking and no one was listening to any of it. It made no sense to me, but then I woke up and my mind was resetting things. Still up to this point I have no idea what started it, but a few hours ago my mind set aside a new kind of CCG for computers. The game was free and every 12 hours you get a free pack. You could buy packs as well, a pack was $0.99, but there was no need to buy any. The game had a starter pack, which was free when you installed the game. So let’s take a look. The game has elements of Illuminati (a game by Peter Jackson), parts of Android: Netrunner (the newer version from NetRunner WotC) and a few other games. The player has two decks, the offensive deck and the defensive deck. Both games have a header card and there will be several headercards, each having a strength. 

I decided on making fun of the current alphabet groups. In the example I created a ‘CIA’ card, but it could have been MI-6, DGSE or another team, all with a ‘new’ designation. So in this case the CIA header card will have the ability to defend an attack without using defense points. But there are other abilities. It connects on all 4 sides, all header cards do that. It is the combination that makes for a structure. 

The connecting card has one input, and up to three outputs. So some cards will have no output, it will be an end card, some will have output points. They all have strengths, a local strength (in this example 5) and a total strength (3), that means if you have 3 of these cards, the entire structure would have 9 support points to ward off attacks. The stars and dots are the strength of the card, as you get more cards and more of the same you can merge them (or when you win games) the stronger card will get an additional local or total srength point and in some cases you get an additional output connector. So a one connector card. Could become a 2, or 3 connector card.

This is the attack deck, the defence deck is similar, but it now has versions of the FBI, NSA, AIVD (Dutch) and so on.

So how does this game play? There is the storyline and there is the free-line. In the free line you set your deck up against another player, but it is played blind. The player does not know who they played and you do not know against who you played, but the results are there. The outcome is Win (they never surpassed you), mate (they defeated you, but never got to the header card), or loss the header card was overruled. If you win, one of your cards (usually the card that stopped the attack) will get an extra point (the 5 balls on he top right), when all 5 are filled the card gets an additional star. 

When you open packs you get new cards, when you have three the same you merge them into one stronger card. You can have the three cards separately, as you have 4 output ports on the header card and you could have more than one CCTV card, but that is up to you to decide. As the game progresses, you will have additional cards and you can rethink your organisation. The attacker has an agent, the agent can use any part of the organisation once only to get past an obstacle. So you get James Brand for MI-6, Reminder Stamp for the CIA, Hubby Bonsoir for the DGSE and so on. These agents  also have abilities. JB has technology expertise (so he can avoid CCTV likeminded cards), RS has Charisma, so he could avoid or gets an edge when one of the connector cards is a person and so on.

The part that I haven’t figured out is how to set the automated stage. I was first thinking on some version of electronic dice, but that might make the game unplayable, I hate to rely on random events, it is a solution that is weak and not really capturing. A pack would have 8 cards, 4 attack, 4 defence and that is set to 2 commons and 2 uncommon cards, when you get a rare card, you get 1 uncommon card and every deck has one rare card (either defence or attack). The starter deck will have all the organisations and all the agents. So you always have those from the start. The setting can evolve and you can build more than one deck as such you get a larger stage. When you play the storyline you setup your deck and during the game you see the opponent cards and see how your deck holds up, so you face an agent, or you play your agent and that sets out the story. As you fail you redo the mission, or wait until you get a stronger deck, in that case you have the option to play your game against the opponents and see how they fare. In my setting your first opponent is the Miniseries of National Strawberries (Jamaica, a Dr No wink) it has no real power and no real opposition, but it shows the options of the game and it will be your first win, which is 2 packs, together with the 2 packs you got with the starter, you will now have 16 cards for defence and 16 cards for attacks, as such you should have a starting set to match up.

There is a lot more to this game, but I thought it was essential that the CCG games of the past would not be lost to the digital era. When you go back and you see the vast offer of CCG games, it is such a shame that it was never pushed into the digital era, only Wizards of the Coast with their Magic game made it to the digital frontier, but there was so much more. It seems a waste to see it all fall away, hopefully whomever gets this game running, will entice all the others to make it to the digital stage. Anyway, I remained creative and as such feel free to use this idea to set up your own solution for Streaming solutions or consoles. 

Monday is about to start west of Australia.

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Skill to kill

Yes, very bright, is it not? But in the last few days I have been mulling over the RPG game I out here on my blog over the last few months and whilst playing Horizon: Forbidden West something stuck in my mind. 

You see something got stuck there and the skill tree is fine for THAT game, but for me, for the player it had drawbacks. It is not the game, it is within the game, and that is fine, but consider that  you play in such an open world. In that open world you tend to go in one direction. I tend to go the way of the sneaky archer. And that game limits what you as a sneak can do. This is not a weakness, it is not a flaw and they did NOTHING wrong. But the thought was in my head and stayed there.

So then we saw the smallest piece of Hogwarts Legacy and they gave us another path. In that path we are given:

Now, that is also a path we see, but my mind started blending the two elements. You see we get the stage of limitations, we get the stage of directions, but we often miss the blending of choices and there we ultimately see the stage where some are given the tendency to unlock EVERY skill. But that is not realistic, it is also counterproductive. So what if a game gets another edge. Consider that CCG games in the past had a limited version and a generic version. The limited version was black or silver, the factory set was gold (a factory set is a complete set of all cards bought at beginning). Now consider that we connect skills to a trait like the CCG game Illuminati did.

In that game we saw the head you ‘ruled’ in this example ‘Shangri La’ (see below), it can connect to any card, in this example we use a card named ‘Big Media’

As you can see it connects from a higher card on one side and connect to THREE sides to smaller skills. Now some have 0 connectors, some have one and a few will have two, but YOU decide the application of that skill. Now consider we go back to the first card, it is in the game not called ‘Shangri-La’, but ‘Covert’ and we have 2 of those cards in the beginning of the game ‘Covert’ and ‘Overt’, now we have archery which is (comparing to Big Media) not 4/4, but 2/3 It can connect to 2 stacks and enforce three connecting skills. In addition any card can be upgraded. The Big Media resistance will be its own power. So over time that number goes up (as you become a more skill-full archer), now consider that we end up with 4/5 stacks Covert, Overt, Social, Commerce, Faith and Govern. Six elements and you have either 4 or 5 stacks so something has to give and in the beginning you only have two stacks, so it will be about choices. How will you decide? 

And there is no better choice here, it will be about YOUR choice as you play the game. Now consider that as you get awarded cards through levelling or quests, you get new options and alternative options. For example the covert archer will level up having a larger chance of getting the scout card, the scout card can evolve into a mapping card, the edge and back of the card now represents a map, yes, we all forgot about the back of the card, but in a game, in a digital environment that side has options. And as the mapping option becomes available to select you see that mapping has benefits in the commerce side, especially if you gain art cards. There is still place for improvement (there always is) but when did you see a game that gave you CHOICES to evolve skills and adapt them in any way YOU could? I have been busting my mind and I saw no such options, not in ANY game and that is the power of versatility. It now becomes a side we never saw coming, but there is more.

What if I set that option aside like I did when I designed the Amazon Luna achievement keys? What if playing a game of chess allows you to gain the strategist card to apply to this game? It is just a thought but in that setting we get a stage that skill in one side enhances another? I do not think it is a great idea, but it could apply to cosmetic sides of the game. We could add a whole range of options. As we go forth we can also add cards, or evolve abilities with a black border (Covert only), white border (overt only) or gold border (commerce only), so kill shot would be covert only and if we evolve this over time the border becomes green, or brown and it an be applied to both covert or overt. And when we see this we can concentrate on higher end card, as they bolden all cards connected to them. In this there is one more stack, the homestead stack. As I state before we can influence to some degree, but if we add the homestead stack and we allow for levelling points to this stack the overall setting improves in town and that setting opens up a whole new range of options (and limitations). 

It is just one side of a game that is not ready yet, but consider who else has this and more important, which RPG allows for this? 

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