Card Game Design - Tumblr Posts









So my gf and I wanted to buy an Uno deck but I figured it would be fun and cute to make one myself so I did and here's some of the cards
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Played the board game Arcs for the first time yesterday! There are a lot of good things to say about this game's design. The turns are snappy, the trick-taking action system is genius, and declaring/scoring ambitions makes you think long and hard on the hand of cards you're given. But I wanted to draw attention to one specific design choice that likely went unnoticed by many, but is invaluable in my eyes.
The design choice in question is the way which HP is tracked on buildings and units! For those of you who have never played a war game before, HP can be a pain to track for individual units, and Arc's entire design philosophy is to deliver the war game experience while minimizing the busywork. And when you have up to a dozen individual pieces on the board per-faction, that can become a real problem.
How Arcs solves this is to use the geometry of the game pieces. Every ship can either be upright (2 HP), on its side (1 HP), or removed from the board (0 HP).
Likewise, every building token is double sided, having both "healthy" and "damaged" sides which you can flip over when taking damage. This also simplifies the math in the game to mere counting. No need to use a calculator here!
Choices like this, while not particularly impactful with how players interact with the rules of the game, are vital to how players interact with the experience of the game.
Simply put, when making a game, keep in mind the physical space your players will be playing in. It might alert you to some problems, and if you're wise, might even offer you some solutions!




🌟 May the 4th be with you! 🌟
Selfmade Star Wars Memory Card game - Masters and Apprentices ⭐ Happy Star Wars Day! 🚀 Made in 2021.