Kerim Aydin via agora-discussion [2023-03-09 15:12]: > On Thu, Mar 9, 2023 at 5:05 AM juan via agora-discussion > <agora-discussion@agoranomic.org> wrote: > > On thing your recent Fingerprints proposal got me wanting to try is > pre-planned moves with cards - that is, you have to commit to "these > are my next three card plays" ahead of time. That would be really > interesting to me (we've done a couple trading card games before, they > can be really fun, but we've never done anything other than "play when > you want" in terms of play mechanics).
Ok. Here's what I had thought of. It's only in that sense of playing matches against each other, but it could be modified because its quite flexible. Cards would be assets. They'd have the following attributes: * Rarity (some kind of number) * Name (a string) * Action (a text) * Condition (a text) * Effect (a text) A player would have a deck (the cards e owns) and a hand (the cards e's able to use). The rate at which one can draw cards from the deck is a way to control the flow of the minigame. But not the only one: revealing cards (the equivalent of putting them down at the table) is one as well. At last, cards could also be discarded, if it was a kind of one-off game. A match (or something else) would grant or remove tcg-points according to the results (tcg-points could be a kind of card with no actions!). At the end of the month, a pool of Agoran points would be distributed according to the ranking. How do the cards work? Well… when a player has a card on the table, e can do the action specified in its Action *provided that* its Condition is met. The idea of Effects is that a card with an Effect can be paired with another to perform an action, changing it a bit (think Armor, Potions, Voting Strength, etc). Whether a card has to be discarded after use is left to its text. Note that the Condition could specify that a player has to have a revealed card of some type. They would be “resource cards”. Those same cards could be used as a currency to buy packs (but then we'd need a mechanism for generating such cards). To *obtain* cards, one buys packs – which would mean randomly deciding which cards are obtained according to their Rarity. The fun think about this is that the *types* of cards that exist are left to legislative decision, so the community can work on building a balanced subgame with interesting cards. -- juan