In many games, there are archetypes but above these archetypes are a much broader generalization known hereafter as Core Types. Often represented by a Symbol and or Colour instead of a Keyword, these Core Type defines the general purpose of all cards and archetypes contained within that core type. This thread here is to help able define the main static Core Types (Non-Changing) as opposed to the ever dynamic and evolving archetypes contained within the aforementioned Core Types.
So my question to you is, how exactly are those Core Type's defined? How many and which Qualities should one be covering? Theme does play some influence but over-all it's a matter of mechanics.
Should I select a general quality of "Destruction" and then apply it to the different aspects of the game? Such as Destruction, with the subtype pointing towards destruction of the player's hand or the subtype points to the destruction of the players life (direct damage)
Should it work in reverse, we take an area first and then apply various qualities to that area? We could have a Core Type focus on the player's hand, drawing more cards or discarding more cards, opposite effects under the same Core Type.
It actually seems a fairly difficult task considering your trying to capture the entire image of the game to a number of broad types, likely under 10 variants.
Just to note, I'm talking about Core Types (similar to archetypes) rather than Card Types, By which I mean Core Types can exist on any type of card but the aim of the card (to destroy stuff or to increase stuff etc) is what relates it to the other cards that destroy or increase stuff within it's Core Type)
Yes I'm referring to an entity like the Colour Pie. No, I'm not trying to capture it universally, I'm working with a game in mind. However within that game I might be trying to do too much with it and capture too much information.