With regards to party games, I feel that in general there are two poles that a gathering can lean towards: beer pong (sportlike, competitive, easy to play vs strangers), or kings (friendly, creative, gets conversation going).
With regards to the latter, I think there's a lot of interesting flexibility in how you construct a game of Kings and I think it's worth digging into. It seems like a small thing, but I do think a well-planned drinking game can be a great way to start an evening depending on the size and type of your social circle.
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So I'm designing a "dicebuilder" game inspired by Splendor and Century. It also involves a lot of cards. This particular game involves five different dice colours and four different factions, each of which aligns to a colour. Cool.
I set out on a quest to make this dice game interesting and decided to make a bunch of cards that let you exchange dice [among other effects]. The idea was this:
- make generic cards that helped you gain dice.
- make faction-specific cards that did neat effects with your dice.
Both types of cards are placed in a pile, then the top six are laid out on a trade row a la deckbuilders. This means players will see six out of ~100 cards at a time.
I was wrong to think it'd be that easy.
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Put simply, a power curve is the average value a player gets in exchange for spending a given amount of resources. It’s most often used when discussing card games like Magic the Gathering, Yu-Gi-Oh!, Gwent, and of course Hearthstone, but it is still applicable to most games. As a general rule, the more resources you spend the more value you should get, and this relationship tends to be linear.
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