Skip to main content

Mechanic Monday: Worst-Case Ontario

Sorry this one’s late fam, but happy belated MECHANIC MONDAY
Today I want to talk about something that’s poked its nose into my thoughts every once in a while - a distant great niece of the very hot mechanic, I Cut You Choose.  In ICYC, one player divides up a lot, and the other player(s?) selects which lot to take.  It encourages the Cut player to balance what they want with what their opponent wants, and keeps a game tight throughout.  You can tinker with actions, lot manipulation, hidden resources, poison pills.  It’s a fertile family of mechanics.
Now let’s take that, flip it over, move it North, and make it weird.
What happens if we take the part where an opponent has agency over your options, and blow that up big? What if you and your opponents exchanged collections (card collections, say, because I’m basic afffff), and made each other’s decks? Or, if that’s too radical, you each build your deck, but instead of shuffling, you order the cards in one another’s decks?

Worst-Case Ontario
In GREEM, you construct a 40-card deck from all the cards available to you.  Prior to the match starting, you exchange decks with your opponent.  Arrange the order of the cards as you wish, and return the deck to them face-down, and they will do the same with your deck.  Draw your starting hand, determine starting player, and begin the match.

This episode introduces GREEM, which will be the name for any example game for when I have a mechanic that’s not actually in any of my designs.  It doesn’t stand for anything.  It’s just GREEM.  Anyway, what intrigues me about this mechanic is that it does a couple of things at once.
1) It encourages very utilitarian deck-building.  You can’t count on situational combos, you need to plan for every card somehow being as far apart as possible from the card that maximizes its potential.
2) It removes randomness, but not uncertainty.  You know what your deck is, and you can try and second-guess your opponent’s deck-stacking strategy, but you still don’t know which card you’re going to draw, but you can’t praise or curse Lady Luck for it.
3) Depending on how good your memory is, you can use your knowledge of the way you stacked your opponent’s deck to plan your own strategy.
A couple of things to note, though: This rules out shuffle-your-deck mechanics, massively inflates the advantage of scrying, and you can’t really do this for a game like M:tG where the resources are on separate cards, as one’s opponent could simply bury all the mana or mana-equivalent on the bottom.  But you could field-test this on other existing CCGs like Keyforge, Magi-Nation, etc.  This mechanic is also somewhat comparable to hate-drafting, and you could dip into this, drafting one another's decks instead of building them.  You can also soften this by having both players have to play with the same "bad" loaded deck - I'm reminded of, I think, a shatranj variant, where each player's pawn row was like normal, but for all the non-King pieces, players alternated choosing what piece would be used, and then both players would have to use it.
This week’s MM is gonna be short in addition to late, as I’ve done a lot of other writing this week and it’s for a project I need to get back to.  But I hope you’ve enjoyed this fun little deviation from all that is right and good and just in the eyes of God and Game Design.  Ok bye!

Comments

Popular posts from this blog

TTRPG Tuesday: Three Means Of Resolving

Hi it’s another TTRPG Tuesday! First of the year.  Let’s get right into it. Saw a challenge on Twitter to make some resolution mechanics.  I can do those! Here we go: Hand to Hand The player performing the action and the person running the game or otherwise opposing the action both put their dominant fists toward one another, bounce them three times to get a rhythm, and reveal a number with their fingers, 0-5.  Sum the two numbers, and if the number is greater than 5, subtract six, so that the final number is always between 0 and 5.  On a 0, the action fails catastrophically, on a 1-2 it fails, 3-4 it succeeds, on a 5 it succeeds spectacularly.  The player taking the action starts the game with all five fingers up on their non-dominant hand; after an attempt, they may lower fingers on that hand to add to the sum of the attempt. Ex. Alice attempts to seduce Cat’s character over to the coup conspirators.  They put their dominant hands together (right for ...

TTRPG Tuesday: Minimum Viable Product for WWDW?

Hello and welcome back to TTRPG Tuesday! I’ve put together a barebones introductory document for We Won, Didn’t We? and, well, I think it speaks for itself.  Check it out HERE ! This introduces the skeleton of the game, as well as walking through the steps; I’d say next up is a rudimentary character sheet, and maybe I can bring this to a Playtest Zero session and see what folks think of character creation within one of the starting Bulbs.  I’ve opened the doc up for comments, so if you have thoughts dear reader, fire away.  Brain fried, go read the doc, til next time!

TTRPG Tuesday: Beliefs as Roles

  Hello from high above the Rockies, as I make my way back to Chicago from Big Bad Con 2023.     This was my first con in five years, and only my second ever.     I had a better time at it than I did at GenCon, which I understand derives largely from this being an industry con vs a consumer show.     I made a modest number of purchases but it was easy to stick to the constraints of my limited luggage space, which was fine; shopping and new releases were not the attraction here.     Gaming, panels, and (as I soon learned) networking were. This con was certainly less overwhelming and I think my expectations were clearer and my FOMO much lighter, but I’ll readily admit that I had a lot to learn.    I misunderstood or made mistakes regarding almost every event I signed up for, including happy accidents like sitting in on the wrong panel only to learn a ton, or expecting a mending workshop to be about fixing one’s writing when the app...