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Digging and Sifting Through Decks -- Already Been Done??

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RyanRay
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Joined: 03/27/2014

Hi All!

I'm currently designing a game with a mining theme, and one of the main mechanics is the ability to Dig and Sift through card decks within different Regions of the board. This allows players to dig for only the minerals they are looking for.

I've been looking around at tons of other mining, harvesting, etc. games and can't find a single one that uses this same mechanic, but it MUST have been done before!

Anyone have any info? Thanks!
-RyanRay

let-off studios
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Joined: 02/07/2011
Discard Piles

I'm not familiar with any game that allows players to sift or dig through piles on the board, however there are a number of games that allow players to search through the discard pile(s) and take the card they want. Might this be similar to what you're describing?

It may be interesting to develop a real-time digging mechanic for a game such as the one you're designing...Any thoughts on that?

EDIT: and there's also the idea of "cycling" through a deck or pile of cards. In this method, players take a pile and go through it one card at a time, collecting one or more cards as they go. The thing that makes this particular is the notion that players must go from one card to another in sequence, not picking and choosing which card they encounter.

Why might this be an important distinction? Take for example a mining game. Maybe a player wants to look for three gold ore cards. However, if at any time two cave-in cards are discovered, then the player loses their chance to continue cycling. It's a deck-based "press your luck" mechanic, in sum. The player must choose to continue on their current turn and risk what they've already collected, or they can play it safe and stop digging until next turn - when cards will have been shuffled or re-organized in some way.

RyanRay
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Joined: 03/27/2014
Here's an example of the

Here's an example of the situation being played out:

Sara is searching for Zinc and Copper, which are represented by cards hidden in various decks in each of the board's 10 regions, along with several other minerals. Any other mineral will actually COST her money at the end of the game, rather than gain money (think of it that her mine team is only prepared to refine those two minerals, as per their clients' requests).

At the END of Sara's turn, she may Dig with a dice check (take the top card of a deck) in all region's she currently occupies, but DURING her turn, she can use actions to Survey the region (look at all the cards in the deck, but leave them in their current order) or Sift (move the top card of the deck to the bottom of the deck) to avoid getting cards she doesn't want.

There are various Turn cards that are drawn after each player's turn. These cause things like crew illnesses, landslides, cave-ins, ground swells, defective TNT, etc., things that generally result in moving teams on the board or moving cards. Sometimes cards are shifted within their own region, sometimes they are switched with or moved to other regions completely.

The mechanic has worked well so far since you only start with 1 Survey Team to know what's in each deck, so it's difficult to know precisely what card is in each region, and in what order.

Thanks for the feedback, friend. Any other thoughts of similar games?

Black Oak Games
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Joined: 11/07/2012
Down-time concerns

I've seen a few mining games, none specifically like this. The one thing I would caution you about is that most games I've played that allow players to look through decks of cards suffer from some serious down-time issues. If you're going to allow someone to "survey" and look through decks, would it be possible to do that when it is NOT their turn, so as to speed things along?

Not only would it mean you don't take a long time on your turn looking through all of the cards in a deck, it would also mean that players have an incentive to play their actual turns quickly so that their opponents don't have a lot of time to survey.

RyanRay
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Joined: 03/27/2014
I've been trying to find a

I've been trying to find a way to implement simultaneous turn-taking, but can't find an effective method that doesn't feel forced. Oddly enough, working on this game gave me some ideas for a similar game that almost can't NOT be played simultaneously!

Each deck per region is only 7 cards thick, so hopefully the Surveying wouldn't take TOO long, but I totally see where it could cause a slow-down. Haven't yet play-tested to see the effects.

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