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229 lines
20 KiB
Plaintext
Episode: 3406
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Title: HPR3406: A study of cards in games
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr3406/hpr3406.mp3
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Transcribed: 2025-10-24 22:48:43
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---
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This is Hacker Public Radio Episode 3406 for Mundi, the 23rd of August 2021.
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Tid's show is entitled, A Study of Cards in Games and Is Part of the series table top gaming
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it is hosted by Clot 2 and is about 27 minutes long and carries a clean flag.
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The summary is currency, deterrent coercion, clutter rules.
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This episode of HPR is brought to you by Ananasthost.com.
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Get 15% discount on all shared hosting with the offer code HPR15.
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That's HPR15.
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Bet your web hosting that's honest and fair at Ananasthost.com.
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Hey, great you listening to Hacker Public Radio. My name is Clot 2 and in this episode I want to talk
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about game design, which is a hobby of mine and by no means qualified to speak about this,
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but I'm doing it anyway for for want of anyone else doing it on this network.
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So until someone qualified starts posting episodes about game design, I'm just going to keep on going
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myself. Anyway, I was thinking lately because I like to design card games and I was thinking
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lately about card like what cards are in games and even beyond that what cards and I guess
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general assets in games are like when you're when you're pulling things together to have components
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to make up a game, what what components do you have sort of to choose from.
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That's not to say that you shouldn't just make up your own stuff, but I think that there are,
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you know, if you look at different games broadly, you can kind of start to categorize things.
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And so I've been doing that. I've been like I say thinking mostly about this in terms of cards
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because that's kind of a fun medium for me, but I'm sure that if one thought about it hard enough
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when you could find categories, these categories cropping up in other in other media,
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but here's the sort of the types of cards that I've been able to identify so far.
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In gaming and I've got six of them and you know, like I say, there might be official terms
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for these because I know that game design and game theory and all that other stuff those are
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official like there are actually fields of study around those. So I don't have like the official
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terminology assuming there is official terminology. So I'm observing and making up terms
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sort of outside of that. So yeah, these are just observations, I guess, and not again,
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not authoritative on this topic whatsoever and haven't done any research on it. It's just
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things I've noticed as I play games and try to design new ones. Okay, so to start with, I think I'll
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start with strangely the one that is sort of the anti-asset in a way. It is what I call
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Clutter. And this is the stuff. These are cards that are designed or maybe not designed
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sometimes, but end up as Clutter in your, they clutter up the hand of your player.
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So for instance, easy example here is Uno. If you've ever played Uno, it's like a Milton
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Bradley game or a Parker Brothers game. It's like a really sort of classic at least where I'm from.
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It was a classic sort of kids game. And the idea of Uno was that I haven't played it in years.
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So I'm probably getting some details wrong, but I don't think it matters. Object of Uno is to get
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rid of the cards out of your hand until you reach one card. And I think after you reach
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one card, I think you're meant to then get rid of that one card. I don't know the significance of
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sort of reaching one card. It seems to me like that's inevitable. So I'm not sure why there's
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why that's singled out, but whatever. You reach one card and then you get rid of that card.
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And the way that you get rid of cards in Uno is you look at the cards in your hand.
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You look at the top card of the sort of play deck on the table. And if your card, if you have a
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card that matches that card, the play card, the last played card, in either color or number,
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then you can sort of discard your card. You can add your card to the top of that play pile.
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And then the next player has to have a card that matches that card in either color or number,
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and so on. If you do not have a card that matches in some way, color or number,
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of the top play card, then you have to draw a card. So in other words,
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in Uno, a card game drawing a new card is punishment. And having cards in your hand is undesirable.
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It's if you think about it, it's really like really strange. Why would that be the goal of the
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game? It's a card game. Just don't draw. Then you win automatically, right? But I mean,
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these are how games are made. You know, you get in this game, you get yourself into an undesirable
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state and work very hard to get rid of the things that you got. So that's clutter. Nobody wants
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the cards. You can't give them away. There's another game called Dominion, which I don't think
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I've done a hacker public radio episode on. I should. It's quite a good game. It's a deck building
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game. You're building, you're assembling your play deck as you play the game. So the game sort of
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changes as you go. And one of the ways that the game changes is that you have sort of shifting
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goals throughout. When you first start, you're trying to amass enough money in game money,
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currency, to purchase land, which are called victory points. So you're purchasing cards
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within game currency that will at the end of the game. And I do mean the end. Like after the game
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is over, these cards that you have purchased will count toward your victory. But during the game,
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those cards are useless. They don't have any special powers. They don't do anything for you. They're
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not currency of any sort. They're just, well, clutter. So those are cards specifically designed
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to frustrate the user or the player. When you draw a hand and you've drawn a land or a victory point
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card that you have purchased with your hard earned in game currency, you're really frustrated
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because you only have five cards in your hand. And one of them or two of them or three of them
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is one of these useless victory point cards that you can't do anything with.
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So that's an interesting way to treat some cards that they're clutter. Now there are ways around
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clutter in Dominion. And indeed, there are some ways sort of around certain mechanics of clutter
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in Uno. Both games have sort of power up cards as it were or rule breaking cards that change a rule
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for a moment that allow you, for instance, to discard a card anyway or whatever. So that's clutter.
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And I guess because I mentioned it, I'll jump up to currency next. So currency is a mechanic
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or a type of card or asset that people use in-game to acquire, as currency, to acquire other benefits
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of the game. Magic the Gathering, as I've mentioned in a very recent episode, 33, 96 or 34,
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a one I think Magic Gathering has land cards that when you tap them, they produce mana. And mana
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is the in-game currency that you spend in order to cast spells or summon creatures or do other
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other things that make the game go with mana you're able to do the things that you want to do in the game.
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Now as I've demonstrated in a recent episode, there are hacks around the limitation of only having
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so much mana by decoupling the relationship of land to mana in some ways. But you have to acquire
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those. Those are things that you have to draw from your deck. You have that own. You have to sort of
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work that into your deck initially. Similarly in Dominion, you have currency. They are appropriately
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just their gold coins and copper coins and silver coins in Dominion. And you get to draw those,
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you get to purchase those rather. You start with some number of copper and you get to purchase silver
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and then once you have enough silver, you can purchase gold. So you're working your way up
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as part of the game. You're getting more and more valuable currency. But that's all those cards do
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is they you trade those cards in for for other benefits of the game. And similarly in Dominion,
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you have hacks around sort of the currency limitations. So for instance, you have things like
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cards that not only grant you another turn, they also grant you sort of a temporary until your turn
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ends. You have two extra gold coins. And so now even though you might only have three copper coins
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in your hand, you happen to also have two more coins granted to you by this special card that you
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purchased with with in-game currency. So that's currency. It's a fairly common
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convention in games because you it's a way of limiting limiting players from sort of ramping up
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too quickly to the really powerful stuff. And it causes well just like in real life, it causes
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sort of a feeding frenzy and a mad rush on the bank to get currency because you know you need currency
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in order to do something special thing. And that special thing of course will put you above
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your your opponent in some way. That's currency, that's clutter. I've mentioned it a couple of times
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so I'm going to skip over, well I'm not going to skip. I'm going to I'm going to jump over to rules.
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So rules or rule breakers are cards that are designed to modify the the game engine as it runs.
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So easy example here is flux. I've done a podcast on flux for hacker public radio.
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Don't know the number off the top of my head. Thumbout for a walk right now so I can't look it up.
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But go listen to that. Flux is a really cool game. The long and short of it is that there are two
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rules in flux. Draw up card and play a card. But every card you draw almost
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modifies the game rules. So one card you draw might say from now on draw two. And so now you're
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drawing two and playing one. Something else might say play all the cards in your hands every turn.
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And so you're playing insane amounts of a ridiculous amount of cards every turn and you're
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drawing two and then you get something else and it tells you a new way to win.
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Rather than doing this to win you do that to win. So the rules are changing based on the cards
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themselves and that is that's the design of flux. But you see it elsewhere too. You see it in
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magic the gathering. Certainly you'll have a card that says that it's an enchantment or an artifact
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and from now on every character every every creature that you know loses that that gets
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sent to the graveyard grants you additional life or it lets you draw an extra card or something
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like that. So it's it's there are cards that you can draw to change the the normal rules of the
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game and that's fun. Like those are those are exceptions those are rule breaking moments and I
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think any kind of like power up card I think from from myself I I put that into the rules category
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because essentially that's what like power up cards you're doing and by power up I mean you know
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something that grants a card. I don't know if you could hear that through the microphone but there
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is a there are huge like I don't know what they're called Yorkshire cows or Oxfordshire cows
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or something like that they're big cows with like really long pointy horns it's really amazing
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they're really shaggy. Anyway yeah rules and power ups like any power up card like it gives you
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you know like a plus one to this card or take an extra action this turn or an extra turn or
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something like or skip the next player or in Uno you have the wild card card that that that you
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can play and now the next player can put down any card that they want because the wild card counts
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as any number and any color or I think also in Uno I think there's a reverse reverse the
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the direction that the gameplay is is happening I don't know if that's actually a benefit or
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just something wacky that that makes people sort of excited because things are different now but
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either way rule changing stuff dominion has a bunch of these as well you're you're acquiring your
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currency thinking that you're you're going to be able to buy more more land because you have more
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currency and on your on your way to that you're you're buying other cards that break the rules
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because natively the rules of dominion are to play to yeah to take one action and to buy one thing
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and that's all you can do and then I think yeah that's it that's that's all but there are other
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cards that you can purchase for in-game currency that give you benefits like take two actions
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discard a card and replace it with a new one from your deck buy two things instead of just one
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or or you know if you can so so yeah rule breaking cards are are another category of cards
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so next I'm gonna do persuasion cards persuasion cards are things that I classify as assets
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that encourage or discourage player your a fellow players from taking actions of some sort
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their persuasion cards they're not they're not currency they're not winning conditions they're
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not breaking any rules they're just or maybe they are I mean none of these are mutually exclusive
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but the persuasion ones are things that your that players know you or maybe assume that you have
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and will modify their behavior in some way and along with this I classify what I would
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call deterrent cards so deterrent or persuasion maybe they're the same maybe they're slightly
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different in mood but they they help modify other players behavior either by by explicit threat
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or by you know suggestion of a threat so for instance in poker I would say that the card the
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card functions in poker all of the cards are essentially deterrent cards they they or persuasion
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cards they they encourage your fellow players to to to not to bet more or to bet more money or I
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don't know how poker works I've only played text Texas hold them but yeah in poker you know you've
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got your cards you got your card hands you're making assumptions about what other people have
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and so you're you're either increasing your bid or you're folding based on what you think the other
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players have the cards themselves essentially from other players viewpoints they're all essentially
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the same they all look the same from the back of the cards right like they don't know that you have
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an ace or a full house or whatever all they know is that you have some number of cards
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and a smoke look on your face and so they make assumptions based on that another one like that
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is the game koo c o u p like a koo on a government or whatever koo you only have two cards in your hand
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or is it three two or three cards in your hand it's it's brilliant I've done a hacker public
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radio episode on koo I'm pretty sure and once again two other players those the cards are essentially
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completely equal because they don't know what those cards are but they know that certain
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cards have certain abilities and based on their their either fear or or their their belief in that
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card they are persuaded to to modify their behavior in some way
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and then finally I have coercion or curse cards coercion cards yeah coercion is to go with coercion
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that sounds better coercion cards are what I what I think of as you know all out attack cards
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they're the the sort of the battle ready cards that's in some way
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modify the state of either the game board as it were or you know the table or the the hands of other
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players magically gathering is the maybe the obvious the obvious example here you're you're
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literally we're not literally well literally you're in game literally attacking other players
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you're you're you're summoning creatures that ideally deduct points off of the player's life
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total that's a coercive card in dominion there are a couple of cards like this I mean there are a
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lot of expansion packs for dominion but at least in the base set there are a couple like this
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there's a militia card that forces your opponent to discard two or down to three cards
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there's a a witch card that inserts a negative one victory point into your player's hand
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there's a like a robber card or something like that that steals I think gold or some you know
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currency from your from an opponent and so on in coup there's one or two cards that outwardly
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outwardly attack the the opponent like the assassin card you don't like play you know I think
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you do actually play the assassin yeah so it isn't very obvious attack in the the game gloom
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uh which is a sort of a spin in a way off of dark cults which have also done um an episode about
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you you are placing um potentially points on your opponent's family members to try to
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well it's kind of it's kind of everything's reversed so actually you're trying to uh you're
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trying to heal their or you benefit their their family but actually that's bad bad for them
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but anyway the point is that you are you are modifying the state of your opponent's
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wind condition or proximity to the wind condition and those are coercion cards
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and like I said none of these are necessarily mutually exclusive and I think that in a way um
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persuasion for instance well persuasion is a little bit funky maybe that's not one um
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maybe it is I don't know persuasion and deterrent are kind of essentially the same arguably
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but in my mind I think persuasion is I think of persuasion more when there's a bit of a
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looser table rule where I mean depending on the game um it might be written into the game rules
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where people are sort of bargaining for things like hey I'll I'll give you this if you give me that
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that sort of thing the bargaining almost of persuasion but that could also be your currency you
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know you could just outwardly bribe people with your in-game currency uh if that's allowed
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or if it's not allowed who knows I don't know how you play uh so that's it anyway so I got currency
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persuasion persuasion slash deterrent um clutter coercion and rules those are the the things
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that I've identified in card games and in games in general um and I will say that uh one of the
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reasons that I sort of started down this thought process this thought exercise was because I
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realized um when I was designing a game once that I had come up with some uh bonus cards some
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power up cards of sorts that I didn't realize it at the time and it wasn't until I play tested
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it with some people who who were quite used to um to card games like a lot of different card games
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that I wasn't familiar with um I designed power up cards that at the time I thought were really
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beneficial and I thought boy people will really love these these cards because they're just um
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they really power things up and it didn't realize it until until it was pointed out to me
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that um actually they just clutter up your hand because uh they kind of they they put your hand
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count at the maximum when all you really want to do is discard your stupid little measly power up
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card um and gain a really powerful card instead so you know you got a power up that gives you a
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plus one well that's great but why not just discard it and kind of you know fish as it were
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for a um for a something that's worth five in the first place so um I feel like
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identifying the the um identifying the kinds of cards that exist can kind of help you avoid
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potentially or at least I should say it's just not necessarily about avoidance it's it's also just kind
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of it'll help you when you're designing things to identify the function of what you've just designed
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and really look at it and think and be able to identify whether it's it's actually what you
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intended or whether it's playing some other role that maybe you didn't intend or that it is
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playing a couple of the different roles maybe it is a bonus in some circumstances and yet also
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a clutter card in other circumstances and maybe that's okay like I say in dominion that's
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surely by design the fact that that if you buy things too early in the game you're cluttering up
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your hand and you need to come up with some other strategy that will break a rule for you so that
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you can then get rid of the clutter and get a better hand during your turn or just don't don't buy
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victory points until the very end of the game there's flexibility there but you you have to deal
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with it and that's by design so I hope this has been I don't know sort of informative or at least
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interesting thanks for listening I'll talk to you next time
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you've been listening to Hacker Public Radio at Hacker Public Radio dot org we are a community
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