Showing posts with label cards. Show all posts
Showing posts with label cards. Show all posts

Tuesday, February 24, 2026

Designer’s Cards-or-Tables Dilemma

 “Random chance plays a huge part in everybody’s life.”

Gary Gygax

To use cards or not to use cards? That’s a question some designers might consider when developing mechanics for a particular game. Cards can deliver a similar infusion of effects we get from rolling dice on random tables. Differences exist in the two systems, but the result — generating a randomized element from a thematic list — remains the same. I’m debating whether to use cards or tables for a game I’m in the early stages of developing, a solitaire simulation focusing on supplying the Warsaw Uprising of 1944. As a player I love cards: the tactile nature, the space for illustrations, blurbs of lore, and stylized icons for values and functions. But at this early stage, and from a designer’s perspective, I’m leaning toward random tables as an expedient to focus more on concepts and system rather than give in to my urge to obsess over physical components.

Wednesday, April 9, 2025

Multiple Cardplay Choices

 Life is not a matter of holding good cards, but of playing a poor hand well.”

Robert Louis Stevenson

I’m thankful my son and I have found the time and motivation recently to (sometimes) resume our Thursday after-dinner “game night.” I’ll admit I occasionally cajole him into a weekend afternoon game (when I’m not outside engaged in the Sisyphean task of yard work on numerous fronts) in an effort to disengage him from his electronic devices. My task becomes easier when I have a menu of games to suggest, titles we’ve played before he particularly enjoys. Lately most of our favorite games rely on card mechanics; they’re not all card games per se, but board games where cards determine how one can manipulate the pieces and conditions on the board. More often than not this pleasantly complicates the decisions players face. Do I use a card for its stated effect — usually something bending the rules to my advantage — or do I spend it to take some kind of “standard” action? This kind of cardplay dilemma expands the decision space an extra level without adding too much complexity in learning the game.