Showing posts with label dominion. Show all posts
Showing posts with label dominion. Show all posts

Sunday, November 06, 2011

Why Deckbuilders seem to "play themselves"

I've read many comments about deck building games (and here I generally refer to "Dominion games") suggesting that the decisions in the game are automatic, or that the game plays itself.

I think these comments are naive, off-base, and generally are a result of players thinking that the main decision points in the game happen as the cards are being played turn by turn. This is simply not the way deck building games (or Dominion games) work. The main decision points in Dominion are not which cards to play each turn, or what order to play them in... the main decisions in the game are which cards to add to your deck.

One major aspect that makes the deck building work is that early game decisions have a lasting impact on your game. The decision to buy that Silver on turn 1 instead of that Village (for example) will manifest over and over every time you draw that card. The sum total of these decisions (which cards you buy) combine to produce hands which, sure, play themselves to an extent. The point is that playing out a hand is the resolution of the decision, not the decision point itself.

When playing Puerto Rico, when you decide to choose the Trader you've made a meaningful decision. the fact that it seems really obvious which of your goods to trade (most of the time it's the one that will get you the most money, though occasionally complicated by things like which goods are on boats) doesn't mean the game plays itself - I think that's pretty obvious. However, when it comes to Dominion, I think people see the action as the playing of the cards, and therefore expect that to be the decision point.

So that's my theory on why some players think games like Dominion play themselves.

Monday, March 21, 2011

Deckbuilding Discourse

What with Eminent Domain coming out soon, and a rash of other deck building games popping up left and right, I've been doing a lot of thinking about the Deck Building mechanism. What is so interesting about it?

I think the single most interesting thing about deck building is that the iterative small scale decisions you make throughout the game have a direct relationship with your late game position. Every card you add to or remove from your deck has a lasting impact on the game for you. Which means that you need to consider long term ramifications of short term decisions, making even somewhat trivial choices more interesting.

What does this mean in terms of designing a deck building game? It means that for one thing, the end game goal should be clearly stated from the outset, so you have some way to reasonably know what cards you'll want in your deck later on. How do some of the existing, well known deck building games do this, and are they successful?

Dominion does this by allowing you to determine what you want your endgame plan to be. How will you attempt to win? Do you want to draw 8+ Gold and buy a province each turn? Do you want to be drawing your entire deck every turn to buy multiple Victory cards? You can look at the set of Kingdom cards and make that determination, and every card you choose to put into your deck can either work directly to that end, or might be a step toward a deck that will create that endgame situation for you.

Thunderstone does NOT really do this, which is why I do not like Thunderstone as much as I like Dominion. In a game of Thunderstone there are 3 different Monster types, and each one might have it's weakness, but due to the nature of the "hallway," it's not feasible to really specialize in any given monster type. You pretty much want to make a deck that produces more and more power, and it doesn't matter much what kind or how much more, just more = better.

Ascension also does not do this at all. The center row, similar to the hallway in Thunderstone, makes it impossible to really plan ahead on what you might need. The best you can do is specialize in one of the 2 currency types and hope that there will be good options for you when it's your turn. Ascension does offer you the ability to sort of build combos in your deck, by going after, say, Machina Constructs, or Lifebound cards... but considering you can't tell when those cards will come up, you don't really get to build those synergies on purpose. Every card in Ascension is worth points, and mostly at about the same efficiency. I've had a lot of success at that game simply buying pretty much whatever I could afford - I almost don't care what it is. Given a choice, a card that says "draw a card" on it is better than one that doesn't. I don't have any long term plan which I want my cards to fit into.

So how does my game stack up? I'm not going to preach from my soapbox that my own creation is perfect, but I will say that I am pleased with how it turned out. One of the design goals of Eminent Domain was to provide a late game goal which players need to take into account when choosing their role each turn in order to have a strong endgame. In EmDo cards enter your deck as a side effect of taking actions, which is in itself very different than other deck building games. But with reference to the topic at hand, your strategy in EmDo will influence your role choices so that late in the game you will be able to have big, useful turns. For example, if your plan is to research out some level 3 technology in the late game, you can't neglect research and then all of a sudden score a 5 point Tech card. you'll have to take the Research role or otherwise collect research symbols in your Empire in order to score well off of research.

The next deck building game I'm working on, Alter Ego, will also provide a clear end game goal. The Arch Villains you must defeat in order to win will be face up from the beginning, so that you know what you need to go for and which intermediate villains you need to pursue in order to get there.

I really think this is a key element in deck building games, and I think despite their popularity and sales levels, many of the Dominion clones and other new deck building games out there are failing at this aspect.

What do you mean "failing?" You just said they were popular and are selling well!"

Yeah, that's true - it's hard to argue with success. And more power to them! I'm not saying they're not enjoyable, but it's kind of a shame because I think most of the deck building games out there could probably be better than they are. It's like they're missing the point, but since deck building is hot right now, it doesn't even matter. A good theme and the deck building mechanism will only carry you so far, I predict that before long people will get bored and the hype will die down, and the only deck building games that will remain will be the ones that do more than merely put cards into your deck. I don't know how long it'll be before that really comes to pass, but I hope that Eminent Domain will be one of those games when it does!

Thursday, December 10, 2009

Eminent Domain

I really like the name Eminent Domain, and think it would be a great name for a game. It may not be a great name for THIS GAME, but nonetheless I found myself without a name when I started making card files for the game, and today I decided Eminent Domain, while thematically not really correct, sounded cool and would do for a name for now.

On that note, I thought it would be good to NOT use all the same terminology as Race for the Galaxy. Sure, thematically Eminent Domain is similar to Race for the Galaxy - but I think it will make for a VERY different game. So to dissuade the obvious comments about RftG, I think I should use my own terminology. Considering the name Eminent Domain, I think the Settle action could be changed to Expropriate. The Explore action could be called Survey. I'll note here that the Explore action in my game (get a planet card to score later) is NOT the same as the Explore action in Race for the Galaxy (draw cards)!

As I mentioned, I've created some card files for the game, but I'm not quite done with that. I'm going to need a list of static abilities for the planets, and card effects for the technology cards. Here's what I have so far...

First off I'll outline the turn order, then I'll describe the card distributions. Each player's turn will have the following structure:

1. Play a card for its effect (optional). Basic Role cards might not have an effect.
2. Choose a Role card and execute the action (mandatory - each player in turn can Follow and also take the action, or draw 1 card). Only the active player gets a Role card to boost their action. The Role card will stay in that player's deck.
3. Refill hand to current hand limit.

I am going to have 3 types of planets in each of 3 categories: Fertile, Advanced, and [need a name] indicate what type of actions the planet helps out with:

Fertile: Harvest/Expropriate
Advanced: Trade/Research
[other]: Survey/Warfare

The other attribute a Planet card will have indicates how you go about Expropriating it. There are again 3 types: Uninhabited, Civilized, and Hostile. Each can be Expropriated in a different way:

Uninhabited: Requires a certain number of Expropriate icons
Hostile: Requires a certain number of Armies (which are gained via Warfare)
Civilized: Requires some combination of Expropriate icons, Armies, or Resources
(Actually I think it will be that a certain number of Expropriate icons is required, but you can spend Armies and Resources instead)

I'm looking at 27 Planet cards, 3 of each combination, each with a "cost" (in Armies or Expropriation icons), a VP value, and an ability. Here are some of the static abilities I've got so far:

+1 Research [ADV]
+1 Trade [ADV]
+1 Expropriate [FERT]
+1 Harvest [FERT]
+1 Survey [___]
+1 Warfare [___]
+1/+2/-1 Hand Size (-1 for a Planet worth good VPs)
Play 1 add'l card each turn
Take an add'l Role card when performing an action (even if Following)

I'll need some more of course.

Each of the three categories of planets (ADV, FERT, [___]) will have an associated Technology deck, and via the Research action players can add those Research cards to their own decks. The Research cards are strictly better than the base action cards in that they each have 2 Action icons, and they each have some effect which can be used in the first part of the turn. Here are some of the effects I have so far:

Remove any 1 card in your deck from the game [ADV]
Collect any 1 Resource from the Supply [ADV]
Collect any 1 Resource from the Supply [FERT]
Use any combination of Resources to Expropriate (or otherwise make it easier to Expropriate with Resources this turn) [FERT]
Peek at drawn Planet cards before choosing which to Survey [___]

I obviously need some more. All decks will also have a couple cards which do not have an ability but are instead worth some Victory Points.


If anyone has an idea for some good static effects for planets or card effects for technology cards, please feel free to post them in a comment!