I was happy to see a number of actual 2017 games hit the table this winter. Quite a few of them were, surprisingly, card games instead of full board games. As usual this is a list of games that are new to me, and and as usual this listing ranks them by how much I personally like them, as a medium-weight eurogamer.
The Dresden Files Co-op Card Game (2017). I’ve actually been playing this one for over a year through numerous prototypes, the designer is a friend, and I love the Dresden Files novels, so caveat reader. But with all that said, I honestly love this game.
DFCO is a cooperative game where you have a case laid out for you as an array of problems: cases to solve, foes to fight, obstacles to overcome, and advantages to take. You have to figure out how to work through the cards that have been laid out, in order to defeat enough foes and solve enough cases to win the game. The co-op play comes through the facts that you’re jointly working on this puzzle and that you’re using a joint pool of resources to take your actions. This design is really unique among co-op games, and gives it much of its original feeling.
Eric B. Vogel is the designer of multiple games, including two deckbuilding designs, Zeppelin Attack! (2014) and Don’t Turn Your Back (2015), that he’s discussed in previous interviews. This time around, he’s created his first cooperative game, based on the popular Dresden Files series of novel — a game that’s now available on Kickstarter.
I talked with Eric about the mechanics of designing a cooperative game in an email interview conducted over the course of April 2016.
Shannon Appelcline: Thanks for agreeing to talk about your new game design, Dresden Files Cooperative Card Game — or DFCO to use the abbreviation favored by your publisher, Evil Hat. It’s your first cooperative game. What made you decide to go with a cooperative design?
Eric B. Vogel: It was the publisher, Evil Hat Productions, who made the stipulation that they wanted it to be a cooperative game. That was not initially something I was happy about. I had done some development work on a cooperative game previously, but I had never designed one up to that point. So I started the project without any clear ideas for cooperative design. It took a few months of blind fumbling before I finally came up with the core mechanic of DFCO. Continue reading →