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Cards on top of eachother

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ErnstFourie
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I had this idea where you'd play three cards, each on top of the other, according to 'notches' printed on the card.

And then as you take damage, you slide the cards down the notches, and then at the end of the game you'd count up the card stacks for points, and the more damage you've taken the less points you score.

Does anyone have ideas or concerns regarding this?

I like the idea, but I feel I might be a bit prejudiced towards it.

Thanks in advance,
Ernst

Soulfinger
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Biggest concern that I see is

Biggest concern that I see is the likelihood of cards becoming misaligned during the course of play. Just about every time that I've played a game with a table full of stacked cards, someone will bump it, and then we have to figure out which cards went where. A minority of people will also "accidentally" reposition cards.

ErnstFourie
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"Stacked Cards"

That's the thing, having to correctly position cards on top of eachother does pose the risk of getting knocked or bumped. It's not a stack of cards, only three, but the victory points ath the end of the game is dependant on what level the cards are at the end of the game.

I've also considered the possibility that more cheaty-faced players could accidently knock over or reposition them to better suit them. I'm not sure if there is a work-around.

MattPlays
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it would be

quite easy to cheat with those

Soulfinger
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Could you just do the system

Could you just do the system of having a sliding marker that runs along the edge of each card, like a fancy paperclip?

With the "accidental" cheating, it has surprised me how many players consider this sort of thing to be part of the game. It's not just the theoretical "evil gamer" with whatever the alternate universe equivalent of a neck beard is (a shave and a shower?), some people learn the table bump as part of family game night growing up while short changing their siblings at Monopoly.

markgrafn
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...

If you are talking about transparent "notches" and perfect alignment, I can think of two games that do this....Hecatomb and Gloom. Both games, at least at my house, require a constant eye on the order of the stacked cards so much that, at times, it distracts from the game itself. Whether it be cheaty players trying to alter the stacks for their benefit, a stiff breeze or my bastard cats - I can't keep my eye off an important stack for too long. Many of those concerns are apparent in typical games as well though more often seen in Hecatomb and Gloom - at least for me.

Soulfinger wrote:
Could you just do the system of having a sliding marker that runs along the edge of each card, like a fancy paperclip?.

If this is a viable option, Forbidden Desert does a wonderful job like this with the water marker. It's a good idea to eliminate, at the very least the foibles of stiff breezes and dastardly cats.

wyldewah
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Forbidden Desert

I was going to mention this marker but having only seen this on tabletop and not played it, is the card much thicker than normal so it doesn't get damaged by the sliding marker device? Would you be able to have a device that could easily be fix ed to cards and removed without denting them? Not very high tech but could you place face down cards on the bottom half of the card to represent lives/points lost? It would be harder to cheat by actually removing cards than shifting the location of them slightly.

JewellGames
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Do you have a visual of the 3

Do you have a visual of the 3 overlaying cards? One of my old game ideas used two cards like so:

Rarely did the cards get bumped or moved enough to lose track of health.

ErnstFourie
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I will work up a image of how

I will work up a image of how the cards match up and post it.

Another thing I might be able to consider is having a number on the card and when the card is played stack a coresponding amount of chits next to it, which you can then remove as you take damage

Zag24
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Joined: 03/02/2014
Is this just a mechanic for

Is this just a mechanic for tracking of "hit points" (or whatever you call them) or is there some other gameplay significance to it? Why three cards and not just two? If there is also a side benefit to taking damage, it could make for a fun game.

For instance, suppose the game were robot battles, and one set of cards represents your weapon and its power source. One weapon choice could be a cannon with a long barrel and a recharging piston that fires it. If you take one hit, the barrel is shortened, reducing your range and damage but increasing your attack spread, so you might hit more than one location for more total damage on a close target. If it is hit again, the recharging mechanism's controller is damaged, so you fire less often but when you do it is for even more damage (but with a chance of backfiring). Etc.

If it doesn't also fit into other aspects of the play, then I don't see the mechanism as being worth the problems that others have already pointed out. On the other hand, if its current state affects something else that you are using every turn, this actually ameliorates some of those problems, because it is easier for everyone to remember what state the cards were in after a table bump.

ErnstFourie
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I was actually having text on

I was actually having text on the cards, and depending on the damage you took, some text would disappear and the card would lose some of its value, beyond just the points at the end of the game

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