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Investment Mechanic Idea

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Mark Simulacra
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Joined: 05/21/2015

So for a while now I've been mulling over a mechanic wherein you have cards that serve a dual purpose. Each card can either be held in your hand to be used as an action or left in play after playing them as an action to gain a passive benefit from them. The idea being you choose between keeping your options open and having increased flexibility or having all around more powerful, but fewer, options due to the passive benefits from leaving cards in play.

Are there any games that explore this type of mechanic that I can look at for inspiration? Can you think of a type of game that this mechanic would fit in well? Any advice for designing a game around this sort of mechanic?

radioactivemouse
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Joined: 07/08/2013
Mark Simulacra wrote:So for a

Mark Simulacra wrote:
So for a while now I've been mulling over a mechanic wherein you have cards that serve a dual purpose. Each card can either be held in your hand to be used as an action or left in play after playing them as an action to gain a passive benefit from them. The idea being you choose between keeping your options open and having increased flexibility or having all around more powerful, but fewer, options due to the passive benefits from leaving cards in play.

Are there any games that explore this type of mechanic that I can look at for inspiration? Can you think of a type of game that this mechanic would fit in well? Any advice for designing a game around this sort of mechanic?

My game (Conquest at Kismet) does, which is slated to release this summer. However, they are not dual purpose in passive/action benefits as much as it is combat/ability/support. It's a sci-fi card game that pits two motherships against each other in an epic battle to the death.

My game uses a lottery-like combat system which uses cards from hand to form a singular pile called a Combat Stack, which is then shuffled by the defender and a singular card is chosen by the attacker for a result. A pulled card may also have a bonus to the regular attack or a defensive action counter attack. Any card can be used for the combat stack, but they have an added function of either being an ability (instant) card or a support (attachment to the mothership that gives extra abilities) when played from the hand. I also have cards that are specifically used for the combat stack, but I did so only as "throwaway" cards so you're not always sacrificing abilities or supports, but for a higher advantage in battle, you will need to (which was designed).

Other games include the old World of Warcraft card game (not Hearthstone) where any card could be played as a resource facedown once a turn, but if it's a quest card it's face up and an added function to the game.

Glory to Rome has cards that have multiple functions, depending on how you play them (plus it's a fairly cheap game).

Mark Simulacra
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Joined: 05/21/2015
Interesting. I'm curious to

Interesting. I'm curious to see more of your game and how it implements and iterates on this!

Though I am talking a little more specifically than just dual function cards as I think is the case in your later two examples, so perhaps I should respond with an example of my own to clarify.

Lets say you have three Actions you can take each turn, represented by cards. You have three cards that can be played to gain either 3 meat, 3 vegetables, or 3 bread depending on the card. At the end of the turn, after collecting your foodstuffs, you can choose to leave the Action card in play and, if you do, it gives you one of the corresponding resource at the start of each of your turns, but in exchange you can't choose it from your hand to play it to get the three resources. (Though at the end of any turn you can return any number of cards in front of you back to your hand.)

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