Not Necessarily a Deckbuilding Design

DominionOver the last few years, I’ve written about deckbuilding games pretty extensively. However, in that time I’ve never actually stopped and defined what the term means. After all, in the genre’s earliest years, you knew a deckbuilder when you saw it. Thunderstone (2009), Ascension (2010) and (especially) Tanto Cuore (2009) were all obviously Dominion (2008), with some different rules and a different facade — so they were de facto deck builder games.

However in recent years that visceral definition has become less clear because deckbuilders have both proliferated and become more varied. It’s part of what I see as a four-step process.

  1. A game with an innovative mechanic appears and knock-offs mostly copy the game; they’re similar enough to feel unoriginal, but different enough to not seem like a total rip-off. Examples: AscensionThunderstone.
  2. Games continue to use the original, innovative mechanic, but vary more widely, and as a result a genre appears. Examples: Eminent Domain, Quarriors.
  3. The genre matures and the innovative mechanic becomes old hat. At this point this mechanic infiltrates other sorts of game as one part of a larger whole. Examples: A Few Acres of Snow, Copycat.
  4. Further variations appear that are so different that it now feels like the original mechanic was largely an inspiration. Some of them may vary enough that they actually are a brand-new mechanic, which might create knock-offs, genres, mechanics, and inspirations of its own.

And so the evolution of eurogames continues. Continue reading

Anatomy of a Genre: Card Games & Randomness

Recently my Thursday night gaming group has had the opportunity to play some top quality card games, among them Tichu and the German Doppelkopf. Comparing and talking about these games led to interesting discussions of the the element of randomness in card games, which I offer up here for additional thoughts and comments.

The Heart of Randomness

Our conversation got started with one of players saying that Doppelkopf was too random.

The thing is … almost any card game is random. It’s a necessary and implicit part of the process. You take 52 cards (or whatever) and divide them up among the players. For a standard 4-player game that represents 635,013,559,600 different possibilities. In other words, sometimes you’re going to get a really bad hand and sometimes you’re going to get a really good one.

That’s life. Or at least a card game.

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Clubs, Spades and … Orange Chameleons?!

Knucklebones Magazine: January, 2007This is a reprint of an article written in August, 2006 for first publication in the January, 2007 issue of the now-defunct Knucklebones magazine. Because of its origins, this article is more introductory and (hopefully) more polished than many of my online writings. Despite the original source of this article, this blog is in no way associated with Jones Publishing or Knucklebones Magazine.


Card games are a great American past time. Many of us remember games of War, Old Maid, and Go Fish from our childhoods. We might have played Rummy, Euchre, Spades, or Hearts with our families while growing up. Poker and Bridge remain great reasons to get together with friends, while Solitaire keeps our attention when we can’t find other people to play games with.

Traditional card games are great, because with a single deck of cards — and possibly a few accessories, like Poker chips and a scoring pad — you can literally play hundreds of different games. However, traditional card games are, out of necessity, traditional. Sometimes we want a bit more … and in the last ten years, commercial games have begun to fill this void. Increasingly we can find commercial card games that use familiar and standard mechanics — like Bridge’s trick-taking, Rummy’s set-collection, and Poker’s hand-comparison. However, these new games also tend to very original and innovative as well.

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