graham

from online

  • any / all

Making stuff to distract myself from existential dread

Art: @graham-illustrations
Dreams: @graham-dream-journal
Wizards: @make-up-a-wizard
Partner's Pottery: @kp-pottery


It's a 1v1 card game built on top of playing cards. Each suit corresponds to a flavor of wizardry:

  • spades is necromancy and looting (gravedigging)
  • clubs is about making aggressive gangs whose sum is greater than its parts (a club of club-wielders)
  • diamonds is about ruthless efficiency (value, but I'm not sure exactly how yet)
  • hearts is about making huge beasts (bigger and bigger heartbeats)

I don't know whether there's deck building or if it's just the 13 you get from a given set of playing cards. Each suit plays differently, but I haven't figured out balance of exactly how yet.

Maybe every card's cost, power, and effect are the rank associated with it (maybe something special for face cards)? There's no "mana" cards, you just have access to some amount each turn.


You must log in to comment.

in reply to @graham's post:

This is reminding me very slightly of Gwent and the 4 faction decks, from The Witcher III

Like, the Monsters deck is built around weaker creatures which are much stronger in groups together. The huge beasts thing is also reminding me of big green decks in MTG.

Seems like a fun idea that I hope you can develop further!

Yeah, I definitely come from having played MTG, though I'm trying not to just lean into those tropes. There's a lot to like about asymmetrical stuff like netrunner, or other card game color pies I've played around with here or there.

I'll have to look into Gwent, thank you for the recommendation!

I like this idea a lot and am thinking about how it would work and I feel like you'd need to make a normal deck out of multiple card decks just to have interesting variations between opponents and whatnot

or some sort of ongoing draft could be good, because then you can be like "woah I got the queen of hearts and there's only one of those in the draft pile so I better go hearts now". Tho I guess for that to work you'd need more copies of the less rare cards

Imagining kids trying to explain why they need 4 bicycle playing card decks to their parents, but also there's never any lootbox/gambling mechanics about what you get, and they're still just playing cards if you ever give up on this game...

I have a vague memory of a forum post from a while ago (I forget which forum, maybe it was Magic Set Editor?) where someone had come up with an MTG format using a deck of playing cards. Any card could be played as a land that taps for mana of its suit or as a creature for X mana. There were some memory issues since every card was an actual creature from Magic, like the 5 of hearts was a Serra Angel, so you had to either memorize 52 different creatures and the corresponding card or be constantly referencing a big table.

If you can build whatever deck you want for this game and there's no mana system, is there any strategic penalty to just taking the best cards from every suit? Just playing with the 13 cards of one suit feels boring though, maybe it's like smash up where you each take 2 suits from the deck and shuffle them together? Or a synergy mechanic where having a card in play causes other cards of the same suit to cost 1 less? Or just design the mechanics of each suit such that you wouldn't really want to draw something from another suit just because it doesn't further your win condition?

I like @mintexists idea of drafting during play, I don't think multiple copies of cards would really be necessary for that to work. But there would need to be some mechanic in place that rewards committing to just one or two suits, or again it would be a very linear "whoever picks all the best cards wins"

Lol mapping playing cards to MTG is wild.

I was thinking that you'd be allowed to play a 1 on turn 1, a 2 on turn 2, etc or maybe you start with (turn + 1 amount "mana") or something. But I was thinking it'd be a resource separate from cards. I agree that if you can just play whatever whenever, then there's no reason to take non-face cards.

Different suits would allow for ways to make use of that resource differently. To play a card to the board from your hand, you usually use the equivalent amount of the resource.

For spades, maybe that's from your hand or from your discard pile. Maybe you can discard any number of spades to draw that many cards?

For clubs, maybe you have an option to play cards that "generate tokens" (all at once? Each turn?).

For diamonds, maybe you can't play anything to the board until it's a face card, but your non-face cards can be played tapped to bank resources that can be cashed out via sacrifice later? Or maybe you can play cards that are in some way benefiting from your opponent's cards to ensure you have good value?

For hearts, I was thinking of more of a grafting mechanic like auras in MTG, where playing something consecutively higher than another could get you one beast with the sum of those ranks?

Lots of ideas to play with here, and it's hard to tell on paper which of these is or isn't balanced. Similarly, it's hard to tell if 13 cards of one suit is sufficient, if aces should be high or low or both, if decks should be drafted from all 52 cards at the beginning of the game, if multi-suit decks are encouraged/preferred/not, etc

Mana idea.

Game is played with a deckbuilder core loop – play cards to discard, reshuffle discard into draw pile as needed. To play a card from your hand, you need to discard equivalent or greater value of cards from your hand. Dump a 2 and 5 to play a 6, but importantly no mana is preserved, so you can't dump a 7 to get your 2 and 4 out.

Thinking about this some more, it seems like it works great when you're playing cards with one off effects, but when you get into a place where you're playing stuff to the board, or playing something that'll last the rest of the game, maybe you need a separate "removed from game" zone like exhaust in slay the spire?

Maybe? I'm not sure it has to. I think it's a new kind of flow. Because at its core, everything you have has an answer available in its counterpart. It becomes a game of timing (mediated through card randomness), of trying to match up favorably.

The decision becomes something like do you play the highest cards you can or the most cards you can? And the correct answer to that is "depends on what the other person is doing".

I'm not sure it works well without some other layers of mechanics about using cards in different ways. I think if it's just "do mtg style fights", it might be prone to snowballing. But I think it's worth a few experimental plays