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Randomly taking card from another player's hand.

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FreedomPortal
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Hi all, I'm currently design a card game where the main mechanic is randomly picking a card from another player's hand. Do you guys know any of the game that use such mechanic?

And oh, since I'm still not familiar with the board could you lead me to where should I post the overview of my game rules?

Thank you in advance.

radioactivemouse
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Hmm...

Game of Thrones LCG uses it as part of their "Intrigue" mechanic.

Cosmic Encounter uses it as part of their "Compensation" mechanic.

Magic: The Gathering has it on some of their cards...here's a website on them: http://gatherer.wizards.com/Pages/Search/Default.aspx?page=0&text=+%5Bdi...

Those are pretty solid games that use that mechanic.

saluk
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I can't think of many games

I can't think of many games where this is the MAIN mechanic. Go Fish gives you the card if you can guess that they have it but it's not random. I'm not sure I would like random draws as the main mechanic of a game.

As an aside, I'd love to see the go fish version incorporated more as a non-main mechanic. "Give me a nuke if you have one" (Everyone else at the table goes "OH CRAP!")

radioactivemouse
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I'm not sure...

I'm not sure if it's JUST taking cards from the opponent's hand that's that whole game. I'm pretty sure it's at least half; you'll need to play the cards at some point...stealing just to steal is just pointless. You gotta use the cards eventually.

The Game of Thrones LCG (like I mentioned it before) uses it as a third of their "combat" mechanic were if you win with Intrigue, you take cards from their hand along with Power (taking "power" tokens from the opponent) and Military (eliminating players from the game). So if the OP i looking for something where the steal mechanic is a big part of the game, that's the best bet.

FreedomPortal
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Thank you very much guys.

Thank you very much guys. I'll look into the suggested game.

Though, if not many games come to your mind then I guess my mechanic is already unique enough.

My game loop is very simple it has 3 phases
- Draw a card from center pile
- Play a card from your hand
- Pick a card from next player's hand

So radioactivemouse, you're right that stealing card alone won't make the whole game mechanic (or at the least, it's not fun enough)

Thanks a lot :)

questccg
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A couple options

FreedomPortal wrote:
...And oh, since I'm still not familiar with the board could you lead me to where should I post the overview of my game rules?

You have two (2) choices:

1. A Blog entry (my preference)
2. A Journal entry

#1 is just a series of Blogs you can post about your game(s).

#2 is a way of organizing the message you post and how to follow them.

I am not too familiar with #2... So if the Blog format is not adequate enough for you. Post a thread asking about how to setup and maintain a journal. @isamseph (Joseph) has done it, you might want to PM (Private Message) him directly... Or like I said post a thread and see who replies.

Cheers.

FreedomPortal
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Thank you questccg!

Thank you questccg!

radioactivemouse
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Another game to consider

You might want to check out Onitama. It's a simple chess-like game that has you play a movement card, but you give it up to a center area where the opponent replaces it with their movement card on their turn.

It's not really "stealing", but it's a different way of looking at stealing with a bit more strategy in a simple package.

Miika
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7 wonders does this kind of

7 wonders does this kind of in reverse. You have cards in hand, you play one, and pass all the cards to next player. But there aro no blind cards.. You just have to think whats best for you and worst for the opponent.

This mechanic sounds, that it forces you to play your best card in fear of loosing it. Adding combos would perhaps help with this issue. With the right combo your best card would be even better, so it's worth risking to hold it.

radioactivemouse
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If you're going to say that...

Miika wrote:
7 wonders does this kind of in reverse. You have cards in hand, you play one, and pass all the cards to next player. But there aro no blind cards.. You just have to think whats best for you and worst for the opponent.

This mechanic sounds, that it forces you to play your best card in fear of loosing it. Adding combos would perhaps help with this issue. With the right combo your best card would be even better, so it's worth risking to hold it.

If you're going to put in 7 Wonders, you might as well lump in all games that involve drafting...Blood Rage, 7 Wonders: Duel, Among the Stars, Sushi Go!, Treasure Hunter, etc.

I see your logic in your choice, but I think it's a little out of the range of what the OP is thinking.

FreedomPortal
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Thanks again everyone for all

Thanks again everyone for all the inputs. I've play tested my game long enough and confident that it is solid enough already. Though, there can be some kind of drafting too when choosing a character to play.

I decide to let player who goes last draft the character first and continue in reverse orer of play where the first player who goes first in that round got to be the last one to pick the character. Anyhow, this rule is not a strict rule, as player can just deal a character card blindly too. It just meant to add variety to the rule for players to decide.

polyobsessive
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Got one!

I just got hold of a new game, Mythe, where the central mechanic is taking cards from other players' hands in a press-your-luck system.

Sounds like your game is very different, but it just goes to show...

FreedomPortal
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polyobsessive wrote:I just

polyobsessive wrote:
I just got hold of a new game, Mythe, where the central mechanic is taking cards from other players' hands in a press-your-luck system.

Sounds like your game is very different, but it just goes to show...

Oh, I never heard about it before. Thanks a lot.

After I read about it, yes I see that Mythe and my game (called, Fetch) are using very similar mechanic but in a very different way. The theme and genre of the game also very different. So, again I'm quite happy that my game isn't feel like another existing game. :)

polyobsessive
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Differences

I think it is a good lesson. Just about any game mechanism you can think up, if you describe it in a couple of sentences to enough people, someone will come up with an example where someone has already done something that matches that description. The real thing to remember is that a game is not a mechanism; you put your key mechanism together with others to round out the rest of the game and add your own personal herbs and spices, and end up with something that is distinct from anything else.

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