tag:blogger.com,1999:blog-9319479.post113628855061347788..comments2024-03-07T15:32:53.014+02:00Comments on Yehuda: Followup on an Old Thread: LuckYehuda Berlingerhttp://www.blogger.com/profile/16038826060312027387noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-9319479.post-1136323023466838122006-01-03T23:17:00.000+02:002006-01-03T23:17:00.000+02:00Summarizing your point: it is better that all card...Summarizing your point: it is better that all cards are sometimes useful and desirable, rather than that some cards are always more clearly useful than others.<BR/><BR/>I disagree that this distinguishing factor makes enough of a difference to matter. The more important issue is planning and reaction ability to the card drawing mechanic.<BR/><BR/>More game examples:<BR/><BR/>Game E: A set of cards is dealt out to each player. Each card is useful at some point, and useless at others. In Game E, whatever card you draw can be planned around. Example: Torres (with advanced rules).<BR/><BR/>Game F: Like E, but players pick cards during the game. Game F suffers because if you draw a card that is useful at a part of the game that has passed, you lose something, unfarily. Examples: Amun Re, Goa.<BR/><BR/>Game G: A series of unequal cards are placed face up on the table in order. Players earn these cards by moving their pieces in certain ways. While Game G has unequal cards, the important factor is how you position your pieces to take advantage of them. Example: Through the Desert.<BR/><BR/>YehudaYehuda Berlingerhttps://www.blogger.com/profile/16038826060312027387noreply@blogger.comtag:blogger.com,1999:blog-9319479.post-1136320260702546082006-01-03T22:31:00.000+02:002006-01-03T22:31:00.000+02:00You said: "It makes no difference that some cards ...You said: "It makes no difference that some cards are better than others in certain circumstances."<BR/><BR/>True enough but the point I was trying to make was this:<BR/><BR/>When designing a game you want to avoid cards which are better than others in ALL circumstances.<BR/><BR/>Consider a game in which you draw cards (showing 1 or 2 coins) for income. The 2-cards are always better than the 1-cards. This creates the possibility that one player will win the game purely due to the luck of the draw. It's much better to design cards (or any game element) such that cards are only better in certain circumstances. This forces/allows the player to attempt to bring about those circumstances. You win the game not because you were dealt a winning hand but because you cleverly played what you were dealt.<BR/><BR/>(In Titan: The Arena you are playing numbered cards on a variety of creatures. Once each creature has a card played on it you eliminate the creature with the lowest valued card. You are backing some [which you want to survive] and not others [which you want to eliminate]. So a 10-Titan card is better if you're backing the Titan, but worse than the 5-Titan card if you're trying to eliminate it.)Anonymousnoreply@blogger.com