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How many cards?

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Anonymous

Hi everyone,

I posted here quite a while back about creating a co-operative boardgame. I got some good advice, and I have proceeded with an idea that I got while playing Terra, the game where you have to co-operate in order to keep the world from being destroyed by different disasters. Basically, there are disaster cards with a higher number that you have to counter (together with others) with resolution cards that have a smaller number.

Now, my game is a game concentrating on human rights and gender issues. The idea I have now is that the game would consist of a board and four decks of cards. These decks would all be different type of 'task cards', in some you would have to answer quiz type questions, in others you'd have to do drama, or think of ways of solving problems or discuss attitudes. The type of card you would pick would be determined by the square you are on at the board.

Mixed with these different task cards we would have a system of 'disaster cards' and 'resolution cards'. So, sometimes when you think you are getting a drama card, you would have a card saying '10 minus points'. You can either go back ten squares on the board or counter it with 'plus point cards', i.e. resolution cards. If you don't want to do either, you can leave the card on the table, but when you have 4 disaster cards on the table, everyone has to go back on the board, to the same square. So just playing to win does not pay off.

So, after my long explanation, the actual question: How many cards will I need to make the game work? There need to be quite a few task cards, so that it is not boring to play the game if you have already played it before. However, to make the other system work there need to be many disaster and resolution cards, too.

The disaster cards would be minus 10 points and resolution cards plus 5, so maybe there ought to be twice as many resolutions as disasters.
Let's say I'd have 50 task cards per deck. If we start from this hypothesis, how many disasters and resolutions should there be hidden among the task cards?

I wonder if anyone could follow my incoherent ramblings... I am anxious to see what happens when I try to write down the rules of the game so that someone will actually understand them. :)

Many thanks,

Petra

Anonymous
How many cards?

Hi Petra,

So you've got 4 decks with 50 cards each, right? This means that if you have 25 disaster cards and 50 Resolution cards you'll have 125 other cards available.

I've designed a board game that utilizes cards as well and my first problem was that I had more cards than I really needed. This meant that while there was diversity, it was extremely rare that players ever got more than 10% through the deck before the game was over. So all those neat cards I put in there never got played.

One suggestion is to make a playtest deck (or decks) and try it out. Maybe try it with 75/125 and see if that works. Do you go through the decks 3 times before the game is over? Or do you only make it a tenth of the way through? Or perhaps you'll hit it right the first time.

Cheers,
Ben

zaiga
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Joined: 12/31/1969
How many cards?

Stuff like this is always really hard to answer without having a good sense of the flow of the game, and without knowing what kind of experience you are looking for. Sometimes you just have to pick a number and solo-playtest it, and just see how it goes.

That said, I do think it might be a bit dull if the only thing people do during their turn is roll a die, move to a square and draw a resolution card. That seems fairly uneventful. Perhaps it would be a nice idea if you combine the resolution cards with the task cards. When they draw such a card and they succesfully perform the task on the card (whatever it is) they may keep it, in which case they may use it later to counter a disaster. Not only does that bring down the total number of cards you need for the game, it also integrates the two seperate mechanics.

For the numbers on the resolution cards, I would suggest using the numbers 3 to 5, and then I would use the numbers 6 to 10 for the disaster cards. That way you always need at least 2 cards to counter a disaster, enforcing the cooperative aspect of the game. Using different numbers for different disasters will make the game a bit more exciting, because you never know for sure how big the next disaster will be. It might give you some room to add a bit of thematic flair as well. There should be at least twice as much resolution cards as there are disaster cards, probably more as you might want to add a bit of slack room in case some of the tasks fail.

Good luck!

zaiga
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Joined: 12/31/1969
How many cards?

Another idea. Instead of having disaster cards, have disaster squares. When someone's pawn ends on such a square you may counter it by collectively playing cards that add up to at least the number rolled on the die. Since the numbers for disasters can then be between 1 and 6, the resolution cards should be between 1 and 3.

Turning the disaster cards into squares will again bring down the total number of cards, and I think it might add a bit excitement as well, as you can see the disasters coming and how bad they will be, but you are never certain they will happen ("I really hope I don't roll a 6 now!!")

larienna
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Joined: 07/28/2008
How many cards?

To know if you have too much or not enough card, count the average number of cards drawn by all player during a game. Now determine if you want to reshuffle the stacks of card during the game. If you don't want reshuffling, then make sure you have more cards than the average. I should say that the average number of cards drawn should be around 50% to 70% tthe total number of cards.

Of course there is many substitution possible to cards as a few of the previous post suggested. For examples, cards can be replaced by some dice rolls. So use card only when you really need it. If the players keep the card for a certain time, then it is a good idea use cards.

RookieDesign
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Joined: 12/31/1969
How many cards?

I don't want to look totally detach to your game layout, but the easiest is to have a number of card in multiples of 110.

The card producer have presses for 110 cards at the time. (2 pack of 52 + 2 jokers + some extras) That the easiest for them. They are ready to print, cut and wrap this kind of card easily.

I understand that not easy to reach exactly this number, (I know I didn't in my game), but if your game is serious, playtest and/or producer would probably make suggestion to make this number happen to reduce the production cost.

Good luck.

Anonymous
Ideas

Hi,

and thanks everyone for your good ideas! I will try out different options with my game design/ playtest group...

How long do you usually spend planning a board game? It seems like this might take me ages. Phew.

Petra

zaiga
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Joined: 12/31/1969
Re: Ideas

Petra wrote:
How long do you usually spend planning a board game? It seems like this might take me ages. Phew.

It takes me ages as well :)

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