Skip to Content

Stupid Euro Card Game Parody

3 replies [Last post]
larienna
larienna's picture
Offline
Joined: 07/28/2008

A few weeks ago, I have the idea of making a parody of what I call "stupid euro card games" which are games that could probably be played with a regular deck of cards but they wanted to sell you a game instead. I know that "Amigo" does a lot of these games which all have the same packaging. Ex: Gargon, Wizards, Take 5, turn the tide, Nicht die Bohne, High Society, pinguin party, etc.

The idea I have is that first there would be a deck of cards which like regular cards contains suites and numbers. Then on each card, there would be a different rule set.

The game is played in round, at the beginning of the round, you distribute 5 cards (or maybe more) to each player and then you flip the top card from the deck. The rule set on this card indicates how the game will work. Players play the game according to that card and when their hand is depleted, the winner of this game takes the card and place it in front of him.

The process continues until a players has won a certain number of rounds.

There is 3 things I am not sure about:

1- Rule sets needs to be pretty simple so that players does not have to learn much rules for the next round. So one idea is for example, to make the core rules a trick taking game and make each rule set a little variation of the trick taking system.

2- I am not sure if there would be enough cards to makes more than 1 round without reshuffling the deck. Reshuffling the deck every round could be annoying.

3- If each rule set is really a different game, it will be hard to play test since every game will have to be playtested multiple times.

Since it's a parody, I think I could inspire some of my rule sets on the games above.

What do you think?

infocorn
infocorn's picture
Offline
Joined: 07/30/2008
Are you familiar with Fluxx

Are you familiar with Fluxx or similar games? Fluxx's build-as-you-go is pretty easy to follow once you get the hang of it. Sounds, from my quick read-through here, that you'd only have one "RULE" card per round, so it's already a little easier than Fluxx where things, especially with a large group, can get flippin' ridiculous quickly. I might suggest you start there for a feel on games like this.

Another thing that you might look into, as it helped my often VERY lofty design goals come back down to reality, was Dvorak. Like Fluxx, you can use Dvorak as a "play 2, draw one" base that builds as more cards get played (or in the case of Dvorak, written then played).

I've done games like this, where cards are kind of dual-purpose and the best advice I can give you is take a very "underlying" approach.
First get the basics down: the cards that will be suited/ranked, played only for points, etc. Like if you wanted to use a standard hearts/spades/diamonds/clubs deck, I'd make/get those first. Then I'd write my basic rules. Fluxx starts with only "draw one, play one" after your initial hand, and then the cards determine what happens next. Dvorak starts with Action/Thing cards and I believe also starts with draw 1/play 1 (or 2).

Next ask yourself what are the mechanics you want to use in the game? Do you want to have people throwing a TON of cards around? Do you want alternate victory conditions? Do you want rules that will bend/break randomly? Brainstorm this effects/mechanics list out first, then take one idea and tinker it. A good idea is to limit yourself to three or four mechanics like hand size, victory conditions, point values, and drawing/discarding and then take them to their obvious, less obvious and just plain weird ends.

For example, one of my games that I've since kind of let rust is a modern fantasy game. I wanted to allow players a TON of latitude in how they could play cards-- item vs. ally vs. generic resource generator. Looking only at that concept-- multifunction cards-- I could come up with the following abilities:
Discarding my hand, forcing discard from opponent hands, assisting in battle, assisting in victory goals, making battle/victory harder for the opponent, giving extra draws, denying draws, etc. etc. etc.

That initial list allowed me to generate a ton of abilties that, while related to each other kinda-sorta, also felt fresh when recombined with others and cards just started popping into place.

I hope that helps. Here's the link to Dvorak (Fluxx can be found on Wikipedia/Board Game Geek).

http://www.dvorakgame.co.uk/index.php/Main_Page

infocorn
infocorn's picture
Offline
Joined: 07/30/2008
Parodies

Also, I'd HIGHLY recommend taking a look through the Munchkin games series as they are FANTASTIC parodies:
-- Munchkin and its sequels parody D&D and fantasy types
-- Super Munchkin (and its only (?) sequel "The Narrow S-Cape") spoof superheros/comics
-- Star Munchkin skewers sci-fi (with cards like Laser, Phaser, Bo-baser, and Bananafanabobaser)
-- Munchkin BITES makes fun of horror movies and vampires

And I know there are other ones too; I think there's cowboy, spy, pirate, and Cthulu versions as well. All of the various titles can-- ostenstibly-- be put into a giant pile and play nicely together too, as the majority of the rules are pretty universal, with each module adding specialities as needed (e.g. classes in Munchkin, origins in Super Munchkin, etc.).

I really like that while the humor in Munchkin's various titles does require some knowledge of the base material, it's all very tongue-in-cheek and welcoming to outsiders. I use my wife (and a fellow gamer's as well) as examples here; neither have dungeon-crawled in any setting EVER and still got a huge bang out of Munchkin.

larienna
larienna's picture
Offline
Joined: 07/28/2008
Thank you. I know munchkin

Thank you. I know munchkin and fluxx. Did not quite like fluxx but the mechanics are innovative.

Syndicate content


forum | by Dr. Radut