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Fungibilitiy: The game with identical cards needs a new name, a new theme, and your help!

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PaulBlake
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Joined: 05/22/2009

Far back in the ancient mists of, ooh, it must have been at least two weeks ago, I posted about my oddball little game, Fungibility, a card game which uses 108 identical cards, and no other components.

Though I've received positive feedback from designers and playtesters alike, the consistent complaint I keep hearing is that the theme is bland. Quite honestly, I don't think the word "bland" even begins to encompass just how dry the game's current theme is. The only way it could possibly be more generic is if I packaged it in a gray box with the word "Game" written across it in large, black letters.

It's an almost textbook case of "Nice legs, shame about the face." Most of the people who have played the game find the mechanics and logical structure innovative and enjoyable, but the placeholder theme is now serving no purpose other than to alienate potentially interested players.

I have resolved to commission a professional artist to provide me with a high-quality, thematic card design. That's where you come in.

Although I have a few ideas on potential themes, which I've posted here, it seems at least as likely that someone else might have a better idea, and I'm willing to reward whoever comes up with one.

So, look over the core rules, and give me your best shot: Describe a theme which would both engage players and carry the mechanics without changing the logic of the rules. I don't care if things need to be renamed, so long as the underlying rules stay the same. If I pick your theme, I'll send you your choice of $20 US currency, or an Artscow copy of the professionally illustrated version - long before I make it available for others to print-and-play. You'll also be credited in the print-and-play rulebook.

What's more, if I use your theme while demonstrating the game, and, by some strange quirk of freak happenstance, a publisher mysteriously decides to publish the game, you'll receive credit in the published rulebook, and I'll personally ensure that some of the gaps in your game collection get filled in with titles you've been looking for (within reason: If your wishlist just says "Jati" twelve times, all you'll get is a sarcastic look).

Whaddya say, BGDF, can you overcome my game's glaring shortcomings?

mdkiehl
mdkiehl's picture
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Joined: 12/10/2010
Chemical Evolution

For some reason I feel like some sort of Chemical or geometric structure or would fit with what you are trying to do. I might also recommend round cards rather than standard cards. I don't think It is a game that would work well with standard themes (fantasy, history, economy, war, space...). You want something with a more geometric feel.

Regards,
Matthew Kiehl

http://mdkiehl.wordpress.com

PaulBlake
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Joined: 05/22/2009
Since the game in part

Since the game in part depends on player seating position relative to the draw deck, round cards wouldn't have a clearly discernable closest area relative to a given player.

More to the point, I'm assuming your motive behind this proposal is so that each player has full access to all four "corners" of a Structure card, but this would reduce all four player seating positions to having the exact same potential structure types. I intentionally wanted alternating players to have slightly different structure affinities (Two seating positions pair Horizon with Develop and Finance with Restructure - the other two pair Horizon with Restructure and Finance with Develop), because that creates a subtle kind of dynamic shift in strategies from player to player. It seems like you're trying to fix a feature, not a bug.

Chemistry... Not real world chemistry, no. If it was some kind of fantasy alchemy, I might be able to see it working, but it would be a bit of a stretch, especially with the expansions.

Geometry... Okay, the need for a new theme stems from the fact that the highly abstract and spartan look to the current version is alienating potentially interested players. The comments I've received from playtesters consistently indicate "This game mechanics and rules are fun, but it would be a lot more engaging with a better theme." The point here being that I'm trying to make my game say "This is a fun game with a quirky theme that you can relate to," whereas things like chemistry and geometry loudly proclaim "This game is extremely abstract and cerebral. You probably won't understand it, and it will only ever be sold in teacher supply stores."

Bottom line: I need to make it look less abstract.

ReluctantPirateGames
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Joined: 09/27/2011
4 things

1. Very cool game. I would buy it immediately. Any chance it will appear on the Game Crafter?

2. Is your intent to make this game serious or silly? For themes, this is important. I would stray away from serious, but frankly I always lean towards silly, so my opinion is basically worthless. Either way, that would be a good way to narrow down the theme search.

3. Do you plan making the cards visually identical? Obviously the sides will all be the same, but what about the art in the middle? I know it could be confusing to have many cards that look different but do the same thing, but I think you will still run into complaints about monotony without it. Maybe the cards are just different enough that they are interesting without creating questions like "hey, why doesn't this archer do anything different than this gladiator?"

4. This "thing" is actually just a few theme suggestions. Perhaps cooking? You could put a bunch of pictures of food, and then maybe re-name your sections into things like "Appetizer" or "Main Dish." Unfortunately, this implies that the secret to good cooking is simply adding more ingredients.

Another theme could be (sigh) magicians. I know this has been done to death, but that's because it's really easy to bend around different mechanics. Maybe you could think of a new take on the genre.

Good luck. I look forward to seeing how it turns out, no matter how you theme it.

PaulBlake
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Joined: 05/22/2009
ReluctantPirateGames wrote:1.

ReluctantPirateGames wrote:
1. Very cool game. I would buy it immediately. Any chance it will appear on the Game Crafter?

The current boring-looking version is currently available on ArtsCow. I'm avoiding putting anything up on TGC or similar sites at the moment, as I still have this nagging delusion that a retail level publisher might pick it up (and thus make me inclined to go public with the expansions). Still, if it gets refused by the publishers I directly submit it to, then yes, I'll probably put it up on some kind of print-on-demand service... Or I might just Kickstart it.

Optimistic answer: Only if it gets refused by the handful of publisher I plan on showing it to.

Realistic answer: Very, very probably.

Quote:
2. Is your intent to make this game serious or silly? For themes, this is important. I would stray away from serious, but frankly I always lean towards silly, so my opinion is basically worthless. Either way, that would be a good way to narrow down the theme search.

My intention is to make the tone of the theme appropriate to the game concept and mechanics. Personally, I'm going with a "refuge in audacity" approach: It's a card game, but all the cards are identical, and you have to shuffle them. There are expansions, but they add zero physical components. The natural response to these types of descriptions is something along the lines of "Pull the other one, it goes ding-a-ling-a-ling."

In other words, I don't think the theme should take itself too seriously, but the seriousness of a theme depends largely on the artstyle - much less so the subject matter.

Quote:
3. Do you plan making the cards visually identical? Obviously the sides will all be the same, but what about the art in the middle? I know it could be confusing to have many cards that look different but do the same thing, but I think you will still run into complaints about monotony without it. Maybe the cards are just different enough that they are interesting without creating questions like "hey, why doesn't this archer do anything different than this gladiator?"

Regarding the visual appearance of the cards, the one positive comment I've consistently received has always been "Even though they're all the same card, it doesn't feel like they're all the same card." So far playtesters haven't seemed to care that the cards are all visually identical, only that they're visually uninteresting.

Shorter answer: So far, I haven't received complaints about monotony.

Quote:
4. This "thing" is actually just a few theme suggestions. Perhaps cooking? You could put a bunch of pictures of food, and then maybe re-name your sections into things like "Appetizer" or "Main Dish." Unfortunately, this implies that the secret to good cooking is simply adding more ingredients.

If you're suggesting that the Corporate Structure should represent a gourmet dish or menu, then I'm having trouble seeing how that would thematically flow. My dish gives me greater access to ingredients by having more cilantro?

Now, I could see it if the Corporate Structure represented a high-class restaurant, with Currency representing Customers (The "Bank" would be Customers waiting to be seated, while your Hand would represent seated, paying guests), and the various Structure types representing the wait staff, kitchen staff, managers, and maître d'... That could work, and there aren't many restaurant-management games, but it doesn't completely gel with the fact that the cards are all identical. I'd prefer for the theme to in some way incorporate this as being relevant.

Quote:
Another theme could be (sigh) magicians. I know this has been done to death, but that's because it's really easy to bend around different mechanics. Maybe you could think of a new take on the genre.

I'm assuming you mean something like dueling wizards or spellcasting. I've considered it, and haven't dismissed the idea completely. The Structure would then correspond to casting runes or some such, and the Currency would become Indistinguishable-but-legally-distinct-from-Mana. It could work, and it doesn't go against the expansions, but I dislike using fantasy as a default theme just because I couldn't come up with anything else.

Besides, I'm already working on this other game of Wizards using casting runes... (Only half joking: I've been working on that one for close to five years now without a coherant ruleset)

Quote:
Good luck. I look forward to seeing how it turns out, no matter how you theme it.

So do I.

ReluctantPirateGames
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Joined: 09/27/2011
Maybe...

So the food thing didn't make as much sense as I first thought. I will freely admit that my judgement was probably swayed by the episode of Toriko I was watching. I was thinking about what you said regarding the identicality (not a word) being "relevant." Maybe instead of thinking of it as money going towards a division of a company, you could consider a similar system, except using some other generic valuable object going towards stuff. For instance:

Theme the game on ancient Mayan civilization. Bonus points for being a hot topic right now. You play as an emperor trying to make his city-state the grandest in the land. To do this you send your worshipers out to different sites to please the gods. The conversion would go like this:
Currency -> Gold coins
Supply -> Underworld (I think that's where their gods lived...)
Bank -> Cenote (your local connection to the Underworld)
Hand -> No one will complain if you call it a hand. I wouldn't.
Horizon -> Temple (prayer pleases the gods and sends good will)
Finance -> something... (Cenote could possibly go here)
Develop -> Terrace (More farming means more food means more people)
Restructure -> City (Because, you know, reasons)

What I think makes this an interesting idea is that you can make some actual art on the cards without messing with the game. Imagine the card has a drawing of your land on it. At the top is your temple, the highest point in the city. To the left is the city itself, and along the other side of the mountain are the terraces. And of course whatever you made Finance would be at the base of the mountain. It would probably be cool if it was the cenote, since they did tend to build cities near them. When stacked under eachother, it might look a bit like the parts you are "leveling up" are increasing in size. The temple gets taller, the city and farms get wider, and the cenote gets deeper or something. Thoughts?

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