Skip to main content

Mechanic Monday: Corruption Deck Thinner

Wow I’ve been quiet for a while, huh? Not because I haven’t been thinking about game design, or because my interest has been elsewhere - I’ve just been too fucking busy with my dayjob to write any design or theatre or much of fucking anything! It’s been the fucking worst.  But it’s evening out now, and I am committed to getting back on track with this damn blog. Mechanic Monday has been one of the most consistent pieces of writing I’vd done (loLLLLLLLLLLL) and I want to get in the groove again. So much so that I’m currently typing this on my damn phone.
So I’ve been thinking about solitaire stuff again.  After getting together a first proto and playtest of FGM-Squared, but then being stuck alone at my desk for days and nights for weeks at a time, my design brain has been mulling over the maple-distilling game I wrote about on here a few months back (called Amber Lodge at the time, I’m thinking of calling it Amber Mill or Samara) as well as a napkin-sketch of an idea about a solo deck-thinner based around removing corruption from your deck but your only tools are, themselves, corrupt.  And the latter is the subject of today’s post, but just to flannel on for a bit here; I think there’s something really special and important about solitaire games, and designing games where the player count is simply “1”. No variants, no coop mode, just - an intent to create an experience that embraces and enhances the alone-ness. An escaping, a honing, that allows you to cultivate a skill both through and against yourself. I think keeping that thrust as a throughline of your design is something that digital folks completely understand but are also on the whole maybe starting to forget and move away from, whereas the boardgame design space has largely only cracked open the door every now and then.  I don’t know. I just love a game that’s just for me, ya know?
Anyway, here’s this week’s mechanic.

Fighting Corruption with Corruption
In THE PRODIGAL, you are a rebel heir to the Ashen Crown.  You defy the rest of demonkind by setting out to free the stolen souls of the wrongfully imprisoned Innocents, and slaying any Unjust that stand in your way.  At the start of the game, the deck is filled with Unjust, who can be used as Weapons or banished from the deck as defeated demons, and up to 11 Innocents, who must be freed before they appear three times and are lost forever.  The twist is that using Unjust cards as weapons corrupts you, and the appearance of Innocents removes corruption. You must strike a careful balance between freeing the Innocents and weeding out the Unjust, without letting Innocents appear too often or gaining too much Corruption.

As I typed this up, it started to come together in my mind.  I think that there’s some tinkering to do with how you gain Corruption and what Unjust cards do in your hand even when you don’t play them, and I would need to look at how you free Innocents, but I can envision a fun core, a Dominion-Duchy-rush-esque balance between when to clear your deck of Corruption gainers and Corruption mitigaters.  Anyway we’ll see, it’s now 1am on Tuesday but I did it all before Monday ends somewhere so I’ll take it. Til next time, whenever that is!

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: Campaigning

  Hey it's TTRPG Tuesday, let's see if I get something written before sleep overtakes me. I'm still on that Channelers kick, but today I want to talk about a possible campaign path: The Magpie Offensive.  I see this as a military campaign where the PCs are conscripted, volunteers, or mercenaries for an army that is marching to quell Spirit threats and unite the region under a protectorate. There should be free RP sections as interludes between missions, and missions should be chosen by the party.  The army ensures loyalty with intangible rewards as well as artifact items. NOTE: This whole thing is being designed with the Rascal article on militarization in ttrpgs in mind. What is the thrust of the campaign? It's fundamentally one of conquest.  How do I encourage characters to question their presence and their complicity? How much interpersonal violence is an acceptable price to pay for environmental justice? How can party composition affect all this from jump? H...

Mechanic Monday: Winding Down an Engine Builder

  Welcome back to Mechanic Monday! Been a minute hasn't it? Remember when I did one of these a week for a year? 2020 was such a productive time! Totally worth the complete decay of my sense of self! Today I’m going to go about things a little backwards.  Normally I start with the mechanical kernel, mock up how it would look in a hypothetical game, and then do a little theorycrafting around it.  This time, I uh already have a v1.0 prototype.  So let's start there. Gradually Shorter Engines In Paper Moth Dynasty, you play a young Monarch, with nine Role cards flipped to either their Sun or Moon side.  In the first round you will place 7 of the 9 available cards in your Court tableau, then Exile a card and play the next round with one fewer card to draw and one fewer to play, then do the same again before the third and final round.  You will therefore place 7 cards in the first round, 6 in the second, and 5 in the third round. So engine builders (and th...