Support for varied card decks and Display of cards

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BTS1967
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Support for varied card decks and Display of cards

Post by BTS1967 » Wed Sep 24, 2008 2:56 pm

Not sure if this should be broken up but in short its card management. A lot of the games we have been playing have multiple card decks. I will use Twilight Imperium as my example as it has one of the more complex usage of cards. These can be boiled down into a core set of functions that can be designed in phases.

1. Private objective cards per race that are randomly drawn. One objective card per player that is maintained in private but flipped over when the player achieves an objective. When the objective is achieved the player gains victory points specified by the card.

2. Public objective cards that are randomly drawn and made accessible to all players when drawn. Any player can achieve an objective and when they do so, they attach one of their tokens to the card and gain a number of victory points associated with the card.

3. Planet Cards. Think monopoly. They provide resource, influence, and technology points for the player who controls a planet. Planets exchange between players via trade or conquest. Any player can look at another player's planet cards. As a planet card is used for its resources or influence, it is rotated\flipped till the end round phase when everyone's planet cards are refreshed.

4. Political Cards. A player draws a political card and reads it out loud. In many situations a player will draw multiple political cards and play one with the others either placed back in the political deck in an order determined by the player, shuffled back into the deck, or discarded. The rules on this vary based on what initiates the drawing of the political card. Once read, a political card is typically discarded but there are circumstances where it may be shuffled back into the deck or put into public play permanently or temporarily. Some cards are put into play in a players area or in a public area till specific conditions are met. When put into play they can be reviewed by any player.

5. Action Cards. A player draws action cards that remain private till played. An action card provides some benefit in combat or any action taken by the player. Some action cards are placed in play either temporarily or permanently in a players zone. Once placed into play they can be reviewed by all players.

I can see the following card display panes.

1. Inidividual players where they can view all cards they have and which is public or private. The player can take an action to play a private card (making it private) or utilizing a card (either discarding it in the process, shuffling it back into its deck of origin, or just "tapping" it).

2. A Player can choose to look at a given opponents cards to see how many private cards they have and review all cards made public.

3. A Player can look at all cards that are public at the game domain level. Such as the objective cards in play.

nortonweb
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Post by nortonweb » Wed Sep 24, 2008 8:38 pm

Plus the key part of that request that I could see many many uses for is having more than one deck in play.

In that example there were 4 decks in play at the same time.

If you then added deck ownership you have a CCG platform :D
Running 5 player D&D 4E campaign over the net using BRPG 1.4e

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heruca
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Post by heruca » Wed Sep 24, 2008 10:20 pm

Guess it goes without saying that deck support should be included in the main program window, not just on a separate "Card Table" window.
:arrow: Please help spread the word about BRPG and BGE, and never hesitate to tell me how I can make them better suit your gaming needs.

BTS1967
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Post by BTS1967 » Thu Sep 25, 2008 5:04 pm

Another varied card management system is where you have a central deck from which cards are drawn when a player hits a specific condition or area on the board. Those cards then become associated with that area; if the player does not take\purchase them they are dropped at that location.

This occurs in DoA (Dual of Ages) where a player can drop equipment, weapons, and vehicles. Another player entering that hex can pick up the items for a movement point. Each player also has a vault where they can store additional items and can be picked up when a character enters the vault.

Another game, Runebound (not a true wargame but players can attack each other), there are markets associated with each town. When a player goes into a market a resource card is drawn from a central deck. If the player does not purchase the item it goes into a market deck for that town. Each town has its own market. Markets can also be set up in the wilderness by a player using specific cards. All market cards are public but a player can only take a market card when he enters a given market hex.

BTS

BTS1967
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Post by BTS1967 » Thu Sep 25, 2008 5:06 pm

heruca wrote:Guess it goes without saying that deck support should be included in the main program window, not just on a separate "Card Table" window.
A thought on this: a configurable side board (for the game and for each player) may be helpful to manage realestate. A player can dock his and the game sideboard or keep them minimized or hidden drawn up with a button.

BTS

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