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How Many Cards are Too Many?

4 replies [Last post]
Joined: 01/23/2014

Our game involves a branching Objective system starting with 5 cards, each in a different Objective category. Each of those 5 cards then has 3 choices to branch off to in the next round of the game, and each of those 3 cards has 3 choices, themselves, making a total of 65 Objective cards...per player.

In our intended 4-player game, that makes a whopping 260 cards total in the game. This seems reasonable for a Dominion game, which is card-centric, but the Objectives are the only use of the cards, and they only act as strategic choices to keep opponents guessing and create specialization among players, preferential gameplay styles within the main game, and a way to outwit or counter your opponents' moves.

The game centers around units on moving pieces on the larger, simple board, but each player has around 25 of these units, adding 100 units to a full box.

The components are necessary for gameplay, but how practical is this for production and user-friendliness?

We have talked about other components, too, like gameplay-assistive tools for remembering abilities and status ailments (small pieces on the units): 25 small X pieces (the size of two Catan roads crossed), 50 Catan road-esque pieces, and 20 small green pieces (green plastic amorphous shapes), but these are all still within the ether of pregameplay.

DifferentName's picture
Joined: 09/08/2013
It sounds like you could

It sounds like you could probably get what you're going for with hidden objectives, with far fewer cards. If you want players guessing which objective their opponents have, having fewer objective cards could help players learn the possibilities, so they can try to figure out which objective the opponent has.

Joined: 03/02/2014
Are these randomly or intentionally selected?

In your many, many tiered choices, is this something that the player selects from all available at each step? Or is he drawing at each?

I assume it's the former, since you'd just have him draw from final objectives if it were random, and there'd be no need for a tiered system. Assuming it is selected, there are just too many. Players don't want to make four different choices just to pick an objective. Even though they are from a fairly small list, just getting the list together must mean hunting through cards, etc.

Joined: 11/19/2012
Keep in mind that the more

Keep in mind that the more components you have, the higher the price tag will have to be. Are people going to spend more money to play your game when they can buy something from a well-known designer/publisher?

Specifically, I'd say the number of cards is WAAAAY too high because its a small part of the game. You'd probably be better off using some sort of chart to track each players objective tree.

How about using a laminated chart that you mark an X on the correct branch?

lewpuls's picture
Joined: 04/04/2009
Many printers work in

Many printers work in multiples of 55 cards (depends on their equipment). Two decks is a lot for a game that isn't mainly about the cards, five decks is prohibitive.

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