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Card orientation or rotation mechanic

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Jacksmack
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Joined: 09/22/2013

I'm exploring a card game mechanic where the orientation of the card plays an important part in how it is played. I'm wondering if anyone knows of any cards that use this mechanic?

saiyanslayer
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Joined: 10/08/2013
Kinda

I know Super Dungeon Explore had sides of the card labelled and noted the bonus. This represented equipment slots on the character (weapons on the right, armor on the top, etc)

Jacksmack
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Joined: 09/22/2013
I'm familiar with super

I'm familiar with super dungeon explore, the item types may only be equipped on the proper sides of your card. I do like that mechanic but it's not exactly what I'm meaning.

Lets say you had a square card, and each of the four sides had a different effect. You have a beacon in the middle of the table and based on which side is pointed toward the beacon the card has that effect. If you had played the card in a different orientation it would have a completely different effect.

Though this could be used in a similar way with equipment that has different effects based on where you equip it, thanks for bringing up SDE. Now I have another line of thought to explore.

Kroz1776
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Joined: 10/09/2013
Innovating using Innovation! Ooooh YEAH!

Jacksmack wrote:
I'm exploring a card game mechanic where the orientation of the card plays an important part in how it is played. I'm wondering if anyone knows of any cards that use this mechanic?

I know that Innovation, depending on what sides are showing, those are the resources/powers/bonuses that you receive from that card.

Jacksmack
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Joined: 09/22/2013
Splaying cards in innovation

Splaying cards in innovation is a great example. Whether you splay the cards left, right or upwards give you completely different resources in the game. That might make my current project a bit more complicated than I'm aiming at but it never hurts to throw more on the fire and let it percolate.

BENagy
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Joined: 09/25/2013
My buddy had a very basic

My buddy had a very basic roleplaying game that tracked your premade characters on cards. It also had leveling equipment. Because it was all on cards, you turned the card sideways to indicate a level increase.

I later did research and found something somewhat similar:

http://www.kickstarter.com/projects/laboratory/shift-the-single-card-ccg

They did pretty well. I would buy a copy of their "CCG" if you're planning on doing the rotating card thing, as I understand they're the best, currently.

larienna
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Joined: 07/28/2008
Illuminati and hacker cards

Illuminati and hacker cards where played like tiles, so the orientation was important.

The most important issue is if the card orientation is recorded while face down. This can be problematic as the action of flipping a card with the wrong method could change it's orientation. In that case, all players must flip cards the same way.

Jacksmack
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Joined: 09/22/2013
Flipping the cards is tricky.

Yes I agree that flipping the cards is tricky, you almost need a clip or something attach to one side of the card to make it mainly fool proof. But it's probably better to just make it a very specific rule that players must flip cards exactly the same way.

I think that if it is driven home that the players must pay close attention to the orientation of the cards then this might be a bit less of an issue unless someone completely forgets mid game.

I haven't gotten to far past the interesting idea phase of this project I'm going to have to throw something together to see how it plays soon.

saiyanslayer
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Joined: 10/08/2013
Another idea

One idea I've played with today is using card orientation to determine if it is beneficial or a hindrance.

Everyone can place a card into a pool to assist someone building something. One direction gives a boost, the other direction fights the progress. The cards added have a positive top and a negative bottom. You just need to be careful when handing the cards in.

larienna
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Joined: 07/28/2008
Personally, for card

Personally, for card orientation, I would like to use them for status changes. For example, I had an idea that you could explore an area bu drawing cards from a deck. Some card would remove cards from the deck or make you jump to another card.

So the basic idea is that the area must be alterable according to the previous actions of the player. One idea is that certain outcome could make some cards flip making them behave differently from now on. It could probably be achivable, but again precaution when flipping and reshuffling cards should be used.

A suggestion could be that these operations are always done by the same player.

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