Latest / Pick Up and Deliver / 4 Things About Deck-building Games
Transcript
- 0:00Welcome to Pick Up and Deliver, the podcast where I pick up my audio recorder as I head
- 0:07out the door and deliver an episode to you while I walk the dog.
- 0:11I'm Brendan Riley.
- 0:21Well good morning listeners it's a lovely day here in suburban Chicago.
- 0:25The sun is up, there's not a sky a cloud in the sky but there are still
- 0:29plenty of cicadas.
- 0:30I learned we have about two more weeks probably.
- 0:33We have a person who comes by once a quarter to spray around the house to keep bugs down
- 0:39and they said that we shouldn't see any more after the 4th of July so looking forward
- 0:45to that.
- 0:46Hopefully I won't get dive bombed today.
- 0:48They don't seem to be too numerous today so maybe we're at a low in the activity or
- 0:52maybe we are on the downward side.
- 0:53We can hope.
- 0:54So thinking about what to talk about today and it occurred to me to Google or to go into
- 1:03my podcast feed and search for the phrase "deck building" to see how often I use that
- 1:09or when I do. Because it occurred to me, while I have done episodes about like favorite
- 1:14games of each mechanism type and I did a couple episodes on gentle player conflict.
- 1:21I've never actually done an episode where I just talk about what I like about deck building
- 1:25games.
- 1:26So that's what I'm going to do today.
- 1:27This episode is four things about deck building games.
- 1:30So just to make sure we're all on the same page here and I suspect most of us are but
- 1:34I generally hold to the completely arbitrary gaming convention that's used on boardgamegeek
- 1:41and in other places to distinguish between games that you create the deck before you play
- 1:47and games where you start with a sort of standard deck and you augment that deck
- 1:55while you're playing.
- 1:56So games where you created a deck before you play would be something like most collectible
- 2:00card games, something like Lorcanna or Magic or Android Netrunner versus deck building
- 2:06games, something like Dominion is your your product typical example or your stereotypical
- 2:11example.
- 2:13So today I'm talking about deck building games games where the deck is built while you play.
- 2:17So I'm going to talk about four things I like about playing games in this genre or the
- 2:21games that focus on this mechanism and then I'll give a few examples in that mechanism
- 2:27for how it appears in different games.
- 2:30As always I'd love to hear your feedback on this maybe what is your favorite deck building
- 2:33game and when when do you get to play it you can share that information over on board
- 2:38game geek and guild 3269 to pick up and deliver guild.
- 2:42I'm a little behind on my board game geek feed so apologies if you've posted something
- 2:45there and I haven't replied right away I'm trying to get caught up but I subscribe to
- 2:49too many things so like I'll log in and I'll knock I'll mark I'll skim through and mark
- 2:54100 threads red and the next time I log in there's 100 more to read so it's getting it's
- 2:59getting difficult to catch up and the summer I'm not spending quite as much time in front
- 3:02of my computer so there it is.
- 3:05All right to start with I really like that deck building games offer a lot of variety
- 3:10that comes through setup and player choice.
- 3:14Now those are two distinct things I could say variety through setup and variety through
- 3:18player choice but I'm going to kind of lump them together because they sort of have to
- 3:23do with the notion of the market or the idea of the market.
- 3:26So there are as I can think about it really two primary models that get used for the
- 3:34market in deck building games there is the market of the set market of cards which is used
- 3:41in Dominion & Arctic scavengers and what's the third one that oh Aeon's end all three
- 3:52of those use a set market of cards meaning at the beginning of the game you pick out some
- 3:57number of cards from the set that's in the box it's usually not as many as the whole box
- 4:02has so you're not using every card in the box you're usually picking some set of them and
- 4:06those are the cards that are available in the market to buy and generally those are available
- 4:12until they run out and then you can't get any more and everybody kind of has equal access
- 4:17to them though that's not always the case.
- 4:19What I like about that kind of setup is that you can then decide which cards to include
- 4:24in the market and the game often offer you different sets of suggestions based on kind
- 4:29of maybe how you want to play or it suggests that you randomize them with the idea of being
- 4:35that part of the fun of each game is trying to find the optimal mix of cards to buy based
- 4:41on what's available this time around.
- 4:44I think the ultimate example of that is Dominion particularly as I read or heard from people
- 4:49who have like all the Dominion expansions you know they have literally dozens or maybe
- 4:55hundreds of different card sets to choose from and they build the game by randomizing those
- 5:02cards as there's a card choosing mechanism you can use an app or you just have like I
- 5:07think each card set has one card that's like the just the name of the card and you shuffle
- 5:13all those together and then deal out ten and that's your market.
- 5:17So I really like that as a way to create randomness and options in the different kinds of
- 5:24games that you have access to.
- 5:26Other different kinds of cards you have access to.
- 5:27So the other kind of card market that you see in games are the river of cards.
- 5:35Now the river has an advantage as it manages and disadvantages.
- 5:39In a cooperative game I think the river is excellent.
- 5:42The river makes for an interesting kind of variety and challenges the players to think more
- 5:48tactically about what's available because the stuff's not always available right.
- 5:53It's coming through and it goes away as people buy it and that's when we get new things
- 5:58but you don't have the same array of things available all the time.
- 6:02Games like Ascension and Harry Potter Hogwarts Battle and Legendary all use the river mechanism.
- 6:11So I think the river mechanism is really neat and it's actually my preference.
- 6:17Now in competitive games the river can be a little frustrating because sometimes it will
- 6:23seem to benefit your opponent more than you.
- 6:26I've had games of Star Wars deck building game where the river doesn't
- 6:33benefit the player like river benefits one of us more than the other to a level where
- 6:38it feels bordering on not fun.
- 6:41That doesn't happen often but it is one of the dangers of the kind of randomness of the
- 6:45river model.
- 6:47So in the market element of setup I find that very compelling.
- 6:53I also like the other side of it which is how player choice creates a variety in play because
- 7:00in most good deck builders there are multiple ways to approach winning and part of the idea
- 7:05of the game is to outthink your opponents and outplay your opponents in assembling a good
- 7:12mix of cards to purchase.
- 7:14There are a lot of things to balance but the overall mix of skills that are available and
- 7:21so you have to figure out how those slot into the game versus standard strategies that
- 7:27you always have available to you or are always good.
- 7:31Those two things together make for really interesting play.
- 7:35So that was thing number one to say about deck building games.
- 7:38I love variety through setup and player choice.
- 7:41Number two, cool gimmicks.
- 7:43I am a sucker for a game that uses a neat novel mechanism.
- 7:48That deck building games have a history of innovating on the things you can do with the deck building
- 7:57skeleton.
- 7:58If you look at Dominion as the sort of arch-typical example, I am assuming everybody knows Dominion
- 8:04just in case you don't.
- 8:05You are trying to build a kingdom and you build the kingdom by accumulating points in your
- 8:10deck.
- 8:11The point cards generally don't do anything else for you so the more point cards you buy,
- 8:15the less effective your deck is.
- 8:18You kind of want to wait some amount of time before you buy too many point cards.
- 8:23But at the same time, if you wait too long then someone else will buy more point cards than
- 8:27you and they'll win.
- 8:28Or if you try to build an elaborate machine by assembling other things in your deck you
- 8:33might have a really cool deck at the end that doesn't earn you any points.
- 8:37That's kind of the standard model for how deck building games work and usually you get
- 8:43some resources that allow you to do something in the game.
- 8:46And then some resources that allow you to buy cards.
- 8:48In Dominion you are allowed to, each turn you can play, you can take one action and you
- 8:55can buy one card.
- 8:57And so a lot of what you're doing in Dominion is getting cards that give you extra actions
- 9:02or let you buy extra cards.
- 9:03I really like games that come up with some sort of gimmick of what to do other than that
- 9:10central model.
- 9:11The first and actually my preference over Dominion is Arctic scavengers.
- 9:15In Arctic scavengers you have a totally different set of things you can do on your turn.
- 9:19You can do more than one action.
- 9:21But the real gimmick is any cards you don't play then you send to the brawl and the brawl
- 9:25is a sort of shared contest for a really good card that you win by sending people and strength
- 9:34rather than by spending money.
- 9:36And the mix of those two things works really well.
- 9:40And gives you a consideration that's different from the considerations you have in something
- 9:45like Dominion.
- 9:47With other games there are other gimmicks as well.
- 9:49I'll name just a couple more that I really like.
- 9:51In big book of madness you have this gimmick of the space on your board, the reserve they
- 9:56call it I think.
- 9:57And in the reserve when you put a card in the reserve it's now available to anyone to use.
- 10:02And this is a really cool way to keep the game flowing and to make it actually feel
- 10:06cooperative.
- 10:10And Valley of the Kings and Dale of Merchants in both of those part of what's interesting
- 10:16is you have to pull apart your deck.
- 10:18In order to score points you have to take things out of your deck and put them into the scoring
- 10:23area at which point they stop being effective as scoring.
- 10:28They stop being effective for you as cards you can use to do stuff.
- 10:31A lot of times the better scoring cards have the better powers on them so you don't want
- 10:35to send them in the scoring because you want to use them but if you're not sending them
- 10:39in the scoring you're probably going to lose.
- 10:41So I like that gimmick.
- 10:43I really do enjoy deck builders that have a board space where you're using your deck building
- 10:49mechanism to move stuff around on a board or do things on a board.
- 10:53Of course Martin Wallace was sort of cutting this ground with a few acres of snow and other
- 10:58similar games as we've talked about recently.
- 11:02And you also have something like Clank which has you moving around on a board using the
- 11:05deck building or the tyrants of the Underdark does this really well or more recently
- 11:11lost runs of Arnac and Dune Imperium both involve deck building combined with other things.
- 11:17Now those games deck building really feels like one of a sort of mix of mechanisms as
- 11:23opposed to like in a handful of stars where a deck building is still the center of the
- 11:30game because as you use your cards to do things on the board whereas some of those other
- 11:37games have other things like yeah they have worker placement there as well so sidelines
- 11:41the deck building a little bit.
- 11:43But I really do or another good example of a gimmick that I just a clever change.
- 11:48gimmick it's a pejorative so maybe that's not the right word to use but a neat innovation
- 11:54that I think adds to the gameplay experience.
- 11:56One of those would be Aeon's End.
- 12:01This is just a really clever shift at the end of your deck once you've bought all your cards
- 12:05and played all your cards then you flip the deck over from the discard pile to the draw
- 12:11pile and you do that by just turning the deck over you don't shuffle it.
- 12:15That one shift is incredibly interesting as a mechanism or I just played
- 12:21Quest for El Dorado last night.
- 12:22That game is really interesting because there's a limited market of six cards and then there's
- 12:2712 more that are available but you don't play you don't get to buy any of the available
- 12:32ones until if you're the person who buys the last card in the limited market then you
- 12:38get to pick the next card from the unavailable ones that will get moved up into the available
- 12:44category.
- 12:45Of course you're doing that and then other people take turns so you could actually not
- 12:49even get a chance at that card because it's empty.
- 12:52So that's really interesting.
- 12:53So cool gimmicks, something I really like in deck building games.
- 12:57Next up I will say I really like that deck builders feel like they have a nice mix of
- 13:03randomness and control.
- 13:05The randomness I already talked about some but a big piece of the randomness comes from
- 13:10how the cards come out of your deck that that has an interesting element where sometimes
- 13:17you just get screwed by the way that the cards got shuffled together.
- 13:20Of course each game handles this differently that never happens in the end because you're
- 13:25the one who put the cards in the order you put them.
- 13:27So if you get screwed by the order it's your own fault.
- 13:31So sometimes randomness really hurts you or like I was talking about it with a game that
- 13:35has a river market sometimes the river will feel like it's really screwing with you.
- 13:40Other times you'll get exactly the cards you need exactly the right moment and that
- 13:43feels really good as well.
- 13:45You have this nice mix of cards that flow through for you.
- 13:50Those things together are really interesting and fun and I like the way that all of that
- 13:56works together.
- 13:57In particular I like the way that some of the games add as part of the play of the game
- 14:03the ability to manipulate how random your deck is and how much control you have but usually
- 14:09with an opportunity cost.
- 14:11For example sometimes there will be cards that you can buy that help make your deck run
- 14:16better but don't do anything else to advance your game.
- 14:20So in Quest for El Dorado for example there are cards that you can buy that let you draw
- 14:25more cards.
- 14:26This is actually a pretty common technique in deck building games where you can get cards
- 14:32that will let you get more cards and since cards are actions usually being a little draw
- 14:37more cards is a useful and effective way to make your deck build work better.
- 14:41And once that card is in your deck it usually is pretty effective because it starts to come
- 14:45up and every time it comes up it helps you.
- 14:49At the same time the turn where you buy it you're not advancing into the other things you
- 14:53need.
- 14:54So if you wait too long to buy it or you buy the wrong engine advancement card you might
- 14:59find yourself actually hurting yourself by spending too much time making your deck run
- 15:04better.
- 15:05That was the situation I was talking about with regard to Dominion.
- 15:07I also like that a lot of games allow you to remove cards from your deck and that in many
- 15:13games being really good at a deck building game definitely involves removing cards from
- 15:18your deck because whenever you buy a new card from the market it's almost always better than
- 15:23any of the cards you could have bought that any of the cards you started with.
- 15:27When you buy a card from the deck it's almost always better than any of the cards you started
- 15:31with.
- 15:32So removing a card from your deck is generally pretty good if you can remove the cards that
- 15:38you started with that are bad.
- 15:40Now one interesting example counterpoint to this is the Game Harry Potter Hogwarts Battle.
- 15:45In the most deck builders the cards that you buy are good enough that it's almost always
- 15:51a good strategy to buy a card when you can.
- 15:54Not always.
- 15:55Once you have an effectively running deck buying more cards that don't do what your deck needs
- 16:00to do to be effective is difficult.
- 16:03With Harry Potter Hogwarts Battle that is amplified dramatically because the most powerful thing
- 16:08you have in that game is your characters bonus power.
- 16:13This character in that game has a bonus power that they can do that gives them power, something
- 16:20that they can do that other players can't.
- 16:22And when they do that it's generally a very effective piece of the collaborative puzzle.
- 16:28For example and it's been a while since I played so I can't remember precisely but for example
- 16:34I believe that Neville is or Harry gives people extra lightning bolts when something happens.
- 16:42And a big part of doing well playing with Harry is to maximize the likelihood that something
- 16:48is going to happen so that you can give people the extra lightning bolts.
- 16:52So every time with Harry every time you buy a card in the game if it's a, even if it's
- 16:57a good card, if it's not a good card toward activating your special power you're probably
- 17:01making your deck worse not better.
- 17:03That's a really interesting mechanism to me.
- 17:05The other thing I find interesting is that many of the enemies in Harry Potter have you
- 17:12flip card, have you reveal your next card in your deck and then like lose it or discard it
- 17:18or do something if it's a good card.
- 17:21But if it's your basic regular card then nothing bad happens.
- 17:25Sometimes the things that are bad are pretty bad.
- 17:29It'll make you lose a card or sometimes it'll make you lose health or there's also to stuff.
- 17:34So one of the things I find really interesting is trying to balance that question of how
- 17:40much to buy versus keeping some of those basic cards so that you don't fail because you
- 17:49didn't keep enough of those basic cards because you keep getting hit by enemy action because
- 17:54you've made your deck too powerful.
- 17:56And weirdly we found in the Harry Potter game that you and you did decide what your deck
- 18:01is doing very early and only by cards that help you do that thing.
- 18:05That was generally the way we were most successful.
- 18:07Which could be really frustrating because then sometimes there's just cards that nobody
- 18:10wants or nobody can buy and the game doesn't have a market circulation mechanism and it
- 18:16makes it less fun.
- 18:18Like it's not fun to buy a card you don't want so that the market will change.
- 18:21So we actually added a mechanism when we played where if you didn't buy a card on your
- 18:28turn you have the choice of discarding one of the cards in the market and then drawing
- 18:35one new card in the market.
- 18:36So that way it does revolve a little bit and that works.
- 18:40That's nice.
- 18:41I like that.
- 18:42So all of these methods involve making choices to minimize the negative effects that randomness
- 18:46can have on your play.
- 18:47And I really like that deck builders have a very specific set of systems.
- 18:52Kind of comment throughout the genre that let you do that.
- 18:56Right, the final piece of the puzzle, the final thing I wanted to talk about in terms
- 18:59of deck building games is I like a game that punishes you for having what I call.
- 19:06Eyes too big for your stomach.
- 19:08This is a thing my parents used to say when I was a kid because I was a light eater when
- 19:15I was young.
- 19:16That's not really true anymore but when I was younger it didn't eat a lot.
- 19:18And so sometimes when I would order food or whatever I would order more than I could
- 19:21eat and my mother would say I had eyes too big for my stomach.
- 19:25And I carry that metaphor around the idea around because I think deck building games,
- 19:30especially those with a river.
- 19:33Games will offer you lovely shiny things that actually are bad for your deck because they
- 19:39look cool and maybe they do a cool thing but if they don't fit what you're trying to do then
- 19:43when you buy them they take up space in your deck you draw them and then you're not able
- 19:48to play them for whatever reason or not able to use them well.
- 19:51This also happens for the end of a game that if you have a very well functioning deck sometimes
- 19:56it's tempting to take a card that looks really cool or does something really cool.
- 20:00If you're not thinking about the flow of the game this actually happened to me in
- 20:04Quest for El Dorado last night we played we were toward the end of the game and I had bought this card
- 20:10that basically lets you have the chance to take a much better card.
- 20:14So it's a good card to have early in the game because you'll have time to take another
- 20:17card get that in your deck and use it but I had bought it too late in the game so on
- 20:21my final turn when I had a chance to win instead I had a card that let me get
- 20:28another card.
- 20:29And then the space where I wanted to be able to play a card I needed I couldn't instead
- 20:35I had to I had this card that I couldn't do anything with except get another card and
- 20:39that new card I got goes in the discard pile.
- 20:42So I was hoisted on my own petard and I was too big for my stomach I'm like yeah I'll get
- 20:46a great card next time well was too late in the game to take that card when I did.
- 20:50And I love games that demand you pay attention to the flow of the game where your choices
- 20:55and your goals should change over time that the ebb and flow of experience in the game is
- 21:02part of what makes it really interesting and I think deck building games often do that
- 21:08really well.
- 21:09Another good example of that is the game Clank. Early on in Clank you maybe won a lot of strength
- 21:16but you also won a lot of movement and you also want a lot of gold so you can buy things.
- 21:21At the end of the game you just want movement and if you don't have movement all that other
- 21:25stuff is not useful to you.
- 21:27But if at the beginning of the game you only take movement you really focus on getting a lot
- 21:30of movement then sure you're able to run around but you can't buy any of the cards that
- 21:34give you points.
- 21:35So there's an interesting back ebb and flow in the game where at some point you want to
- 21:40switch to buying cards that are good to give you points because you're probably not
- 21:43going to see any of them in your deck again.
- 21:46At the same time if you do that too early or you just buy movement cards the whole time
- 21:52then you're having a deck with almost no points in it you have to get all your points
- 21:55from your treasures which usually won't win you the game.
- 21:57So that's sort of choice I find really compelling.
- 22:00So what do you like about deck building games?
- 22:02Head over to Board Game Geek Guild 3269 let me know if you want to see some links to other
- 22:06episodes where I've talked about deck building games those will be in the show notes at
- 22:09rattleboxgames.com.
- 22:11You can send me a direct message on Board Game Geek wombat929 or on an email.
- 22:16And then at rattleboxgames.com.
- 22:17Well thanks for joining me on my walk today.
- 22:18I hope your next walk is as pleasant as mine was.
- 22:22Bye bye.
- 22:23Brought to you by rattlebox.com.
- 22:48[MUSIC]