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Cards vs punchouts for equipment

3 replies [Last post]
djayshaggy
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Joined: 04/21/2016

I'm making a game in which equipment "the game" drops equipment in rooms which can then be looted by the players. Currently, the equipment is represented by little punchouts that get stacked on the room. I really like the idea of using cards for equipment, but they can't work with the current setup.
I could use larger room tiles (currently 2.33"), really small cards, separate decks for each room (there are 24), or a genetic equipment token that, when you collect it, you draw a card from the general pile. Or should I just stick with the punchouts? Do you have a preference?

Gabe
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Joined: 09/11/2014
Have you looked at the cost

Have you looked at the cost difference between the two? Usually, cards are cheaper to produce.

djayshaggy
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Joined: 04/21/2016
Re: Cost

I have looked at the cost difference. In the prototype from Print & Play, the punchouts were actually cheaper (if I use squares) since they only need to printed on 1 side, but I know that in some other place I've looked they can be quite a bit more. It's another reason to go with cards possibly, but I'm still not sure if the concessions that I'd need to make for that would be worth it.

Zag24
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Joined: 03/02/2014
Consider picking them up

If players have to pick them up from the board or tiles and there are other things around that you have to be careful not to disturb, then the more solid punchouts are better. It can be tricky to pick up a card from a smooth surface when there is no room to slide it.

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