Holmgang: the hidden – 18 card game devlog week 4

playingcards.io & Hero design & more literature research

Finally, we got our game on playingcards.io!

playingcards.io

Come and play with your friend! Link:https://playingcards.io/fvjzgn

This week I want to address our hero design. Like Hearthstone and other Collectible Card Games (CCGs), our game had a figure, a background story and an ability. And we will discuss with two parts: hero background and ability balancing

In my primitive thinking of these three heroes, I thought about the Romance of the Three Kingdoms, a famous novel in China. There are three leaders and can each representing a power. Their story is well-known across asia.

Three Kingdom

Another possible solution is cute animals fight. A cat will fight with a doggy and cute bear. I thought of this is because our course mates are really like cute pets and I love them too.

Pets fight

But our skill cards are mostly about sword and magic. So eventually, we choose Nordic mythology. Thor is the god of thunder, which suit perfectly with our cards. Another reason is that my partner Yanci really enjoys Nordic myth, and can create great artworks with this theme. If Thor is our chosen one, then Odin and Loki become great matches.

First version of Loki

In order of conbining Nordic myths with our hero’s ability, our plan iterates several times. The first Three Kingdom version is like below.

Sun Quan: Discard one card, restore 2 shields.

Liu Bei: Discard one card, restore 1 health.

Cao Cao: Discard one card, each control card will deal 1 damage.

Let alone the background story, the first two heroes’ abilities are much alike. Also after playtesting, “Discard a card” to use this ability is not acceptable for players. In some games, both players refuse to use their ability throughout the game. And in solving all that, there’s the second version.

Odin: Restore 1 health. If health is full, restore 1 shield instead.

Loki: Discard 1 card on board, cast any card’s function once.

Thor: Caster’s Thunder & Mist card deal 1 damage.

This one is way better and well combined with the hero’s background (Loki is the God of Mischief).

Then we playtested our game in Playingcards.io. It had a pace problem that would make this game boring once you master it.

So I went search for papers, the funny fact is that I find something useful out of a paper around basketball games. In this research, the authors examined the relationship between game duration, game pace and decision making. A reduced duration slowed game pace and increased offensive efficiency, possibly due to greater maintenance of defensive pressure slowing opposition transitions and promoting controlled offensive structures.[1]

Basketball game duration affects game pace

Magically, in our game, it happened exactly as this conclusion. When we change the round amount from 5 to 4. Both players play their hand more aggressively and think more about combos. 6 cards in 4 rounds require at least 2 combos and each one have a counter hand you don’t want to meet. It requires more thinking during the game, which makes it strategic and fun after the first few games.

After more playtesting, we decided to decrease 5 rounds into 4. That’s almost our final rules.

[1]Scanlan, T. A., Teramoto, M., Delforce, M., & Dalbo, J. V. (2016). Do better things come in smaller packages? Reducing game duration slows game pace and alters statistics associated with winning in basketball. International Journal of Performance Analysis in Sport, 16(1), 157-170.

Holmgang: the hidden – 18 card game devlog week 3

After sharing the first version of our game, Professor King and course mates gave us plenty of feedbacks which is really helpful. And this week I had my first playtest with my partner.

Furthermore, I’ve read some of papers relating to game balancing and deck building.

To start with, changes on the rules. It seems that all course mate doesn’t really like the Rock Paper Scissors (RPS) game within. We may need an alternative plan to ensure randomness. And method of drawing cards is also a key adjustment to our rule.

In replacement of the RPS game, we choose a really easy one. And luckily it’s totally accessible and random. It will be played with back side of the cards which is same for all. Back side is divided evenly into two different parts. If players shows with the same end, this game is successful as below.

In the way of drawing cards, Prof. King suggested to use “pick one and swap the hand” in gameplay, while I thought it may be fun just draw randomly. It need more playtest to figure out.

During our playtest, some occasions raised my concern. First of all is that it might need clearer rules in step 4 Cast each skill card’s function with sequence: Control>Defense>Attack. When 2-4 cards interact with each other and the board suddenly turned into a mess for beginners. As a designer, it should not be this confusing. So in later version I will clarify exact sequence of implementing card’s function.

cast card’s function in certain sequence

Also, in drawing cards, I once draw so many control card that makes me really passive in playing. It feel bad when you can only deal with opponent’s attack and cannot fight back. Firstly I wish to buff the control card in situation like this (Mist card: IF PLAYER HAVE NO ATTACK CARD IN HAND, Judge only once). But when we tried the “pick one and switch hands” way, it soon became fun to play because both of us can feel that we’re stealing the limited resource. And this is way more strategic considering the hero ability.

In all, this method gives players a way of building their deck. Deckbuilding is a challenge that involves a big and rugged search space, with different and unpredictable behaviour after simple card changes and even hidden information [1]. In Hearthstone, the player will choose 30 cards out of more than 600 cards, and in Mahlmann, Togelius & Yannakakis’s research of the game Dominion, they chose 10 cards out of 25 to balance the game [2]. 18 cards game may not be that complicated, but also need game balancing considering building decks. For example, there’s a Ragnorok card in our game which is only one in pile and seemly stronger than other attack cards, will it be the winning hand? Need more playtesting on this.

Dominion

[1]García-Sánchez, P., Tonda, A., Squillero, G., Mora, A., & Merelo, J. J. (2016, September). Evolutionary deckbuilding in hearthstone. In 2016 IEEE Conference on Computational Intelligence and Games (CIG) (pp. 1-8). IEEE.

[2]Mahlmann, T., Togelius, J., & Yannakakis, G. N. (2012, June). Evolving card sets towards balancing dominion. In 2012 IEEE Congress on Evolutionary Computation (pp. 1-8). IEEE.

Holmgang: the hidden – 18 card game devlog week 2

First edition of Rules

Before we wrote the 1st version of rules, I changed a very critical part: draw 6 cards instead of 5.

The reason is mostly around the number of rounds in each game, and how many cards you can use within this round. I wish my players to use card combo or even countering card combo and I’ve tried my best to adjust the rules for it. If a player can only use 5 cards in 5 rounds, they will tend to use 1 card each round so that the deck are available at all rounds. So 1 more card for my players.

Goal

To defeat your opponent with champion ability and cards with different functions

Setup

1. Put all cards on the table with face down.

2. Divide cards by 3 “champion” and 15 “skill card”

2. Put 3 health and 3 shields in front of each player.

3. Players randomly choose 1 champion out of the deck with face up.

4. Players randomly draw 6 skill cards out of the deck to start the game

 (To be decided) Afterwards, one of the 3 skill cards deck will be revealed to all

Setup

Rounds

1.There are 5 rounds of each game

(To be decided) Before the first round, players can discuss to exchange card (s)

2.In each round, every player should simultaneously put 0-2 card(s) on the board and then decide whether he/she will use the champion ability

3.After the cards on the table and champion ability cast, both players should reveal their card(s)

4.Cast each skill card’s function with the sequence: Control>Defense>Attack

5.Discard all skill cards on the board. Switch back to step 2.

Rounds

End of the game

Compare each player’s health, less one loses.

If health’s equal, compare each player’s shield, less one loses.

If shield’s equal, compare each player’s hand, less one loses.

If all are equal, it’s a draw game.

Skill Cards (just pick 2 out of 7 for demostration)

Numbers in the bracket show each kind of card’s amount

Control

(2)Thunder:

If caster’s opponent have attack card(s) on board, play Rock Paper Scissors once. If caster wins, invalidate opponent’s attack card(s).

Defense

(2)Magic Shield

If caster’s opponent have control card(s) on board, invalidate it (them).

If caster’s opponent wins all the Rock Paper Scissor caster will restore 1 health.

Ragnorok, Magic Shield and Thunder

Holmgang: the hidden – 18 card game devlog week 1

How to design a 2 page game with limited cards? I haven’t really had enough experience to distinguish it from a normal 2-page game. So I used an idea that firstly designed for an autochess game. Firstly I had some case study on League of Legends, a 5v5 MOBA game that seems totally irrelevant with card games. Because I quite enjoy the feeling of countering your enemy with a certain character.

Ban pick phrase in League of Legends

In League, Picking countering character against your enemy requires that enough experience of each character’s strength and weakness and its mechanics. Besides, blind luck is also helpful because if you pick earlier than your opponent, you’re the one who will be countered. And the sequence is random. Once I win a game with a counter pick, I feel that there’s a strategy part in this victory. And it’s satisfying.

win a game with stronger champion

So let’s come back to the idea: counterplay between players. This concept occurred in almost every game. For instance, the basic Rock Paper Scissors game we have been playing since childhood. But it relies mostly on randomness. I’ll add some strategic decision making in it.

Then the first two cards came to my mind: Thunder and Mist. It occurs almost instantly. These two cards have the effect that disables the enemy’s attack – Mist can do some extra(let the attack cards backfire your enemy).

Thunder

Then which cards to use against Thunder and Mist (T&M) ? The third one just came: Magic Shield. It can invalidate 2 cards above. What about a more positive function? So let’s add a healing function. Then a prototype just starts to form up. A 1v1 dual game with attack cards, control cards(T&M), and a Magic Shield card. That’s basic Rock Paper Scissors loop in my game.

Magic Shield

And another case study I cannot ignore is Hearthstone by Blizzard. It is also a 1v1 duel game consisted of cards. In HearthStone, deckbuilding is further constrained by the Hero the player chooses: each Hero features a special power that can be activated during the game and exclusive cards that can only be used for that Hero.[1]

Then the structure is set within minutes of my walking after dinner. 2 heroes out of 3 and 10 skill cards out of 15, is basically how this setup will be. And in each turn, both players must simultaneously choose cards and then reveal them (like Hearthstone’s deck building before each game). And the in-game part I decided to use Rock-Paper-Scissors (RPS) to give it some randomness to make it fun.

Coming next week: the first edition of rules XD

[1]García-Sánchez, P., Tonda, A., Squillero, G., Mora, A., & Merelo, J. J. (2016, September). Evolutionary deckbuilding in hearthstone. In 2016 IEEE Conference on Computational Intelligence and Games (CIG) (pp. 1-8). IEEE.

VCG Week 3 Devlog – We got a name!

After discussing and playtesting, a good story came to my mind. The spy story is never cool enough, what about alien invaders?

AlienQuest

So here we go defending human race with performing 😀

Background Story(Skip it if you like)

In 2077, A war was raised between planets. Aliens were brutal and sneaky. Human race defended themselves till the very last man and we won with an unacceptable cost. Alien invaders, as known as “LoWans”, refused to retreat from earth. What’s left of them sneaked and transformed their body into our kind. They were hard to recognize till “Magic Ink” was invented, which is only visible to mankind. Now, all of you are gathered for this experiment. One(or two) of you are alien(s). If you let alien get away, the earth step nearer towards destrcution. Each of you will get a secret message written by Magic Ink, and to perform it WITHOUT words or sentences. Then we’ll know who is the Alien.

(Advanced)Unfortunately, Alien can secretly transform one citizen into a monkey, making them hard to understand the secret message.

Numbers of players: 5 – 9 players

5-6 players7-9 players(Advanced)6-8 players
1 Alien2 Aliens1 Monkey

Length of playtime: Normally 1-3 minutes each round

Designers: Zhuo ZHU, Yanci “Yanis” ZHANG, Bangguo “Samual” LI.

Goal:

  • For citizens, you will act out the secret message you get, and find out which player is alien.
  • For alien(s), you must hide yourself and guess out what other players trying to express, and to act like them.
  • (Advanced)For monkey, you must guess out the secret message, act with limited information and help citizens to find out the alien.

Setup:

  1. One player has to be a host of this game.
  2. The host randomly chooses one(or two) player as alien and send them “You’re the alien”.
  3. The host thinks or chooses a secret message and send it individually to other players except alien&monkey.
  4. The secret message should normally be a noun or a name and well-known among players. (We strongly recommend you to use the words we provide in first 3 rounds)
  5. (Advanced)The host send monkey a word to decrible the secret message(Normally category of it).

Turns:

  1. Host should randomly decide the sequence of player’s performing.
  2. Host will start perform the message first, and In that order, each player should act out the secret message.
  3. During performing, it should not contain any meanful word or sentence. Only gestures and mimicked sound is allowed.
  4. Citizens and alien can comment on each other’s performance afterwards but should not interrupt it.
  5. Imitating other player is not allowed.
  6. After all performances, there is a vote. Except the host, each player should vote the alien they think simultaneously.

End of the game:

If any alien get the most vote(draw not included), he/she will get chance to guess the secret message. If the guessing is right, ALIEN WINS. Otherwise, CITIZENS WIN.

If anyone else except the alien get the most vote or it’s a draw, ALIEN WINS.

Credits:

Professor David King for many advices on rules.

Ziqi Wang, Zhijian Jiang and Chenge Yang are our lovely playtesters.

Secret message pool(Only Visible to the host):

Avengers(Superhero);Micheal Jackson(Celebrity);Elon Musk(Celebrity);

PUBG(Game);Tetris(Game);Popcorn(Food);Beer(Drink);007(Movie);Olympic Games(Activity);Donald Trump(Celebrity);

Coka Cola(Drink);Pokemon(Game);Pizza(Food);Witcher(Game);SuperMario(Game);The Legend of Zelda(Game)

Words in brackets are for the monkey.

Thank you for viewing all the way here. If you want to be our playtester, Just message and we’ll arrange everything else. 😛

Video Conference Game Devlog Week2

In last week’s thoughts, I wish to make a chitchat game like Werewolf or Mafia. But it will lose the “Video” part in a conference. I also think about many silly games we’ll play when we at the bar. They are not that complicated but still fun to play. So lets iterate last week’s project.

After playtesting with Zhijian and Ziqi, we found so many things that can be modified. We played about 1 hour with like 15 rounds of Spygame. It was fun in the beginning, but the pace problem began to show. In past rules, Former player will nominate next player. But it seems like we forget this part all the time cuz every player’s really focus on performing their part. In that case, each player’s round wound be intolerately long.

About the machanics, we tried different types of performing with only gestures, both moves and sounds, and a single word. But with word comes in, the game have a easy way to go through by simply describing other players’ move. That’s not fun to me. Also Zhijian mentioned that if it’s a party game, It shouldn’t be in so much rules like use different method to perform than last player. I think there is only 1 rule matters: player should not imitate others’ performance.

And there is so much details to change for this version of Spygame. Pace problem and mechanics is only a part of it. We’ll try to finish a new version of game.

PLAYTESTING is REALLY HELPFUL!

😛

Video Conference Game – Dev W1

Our Crewmates has played <Among Us> together to discuss abt chitchat Werewolf games.

Just a thought: What I imagine about a good video conference game is that it should have a background story and some rules and can be solved by chitchating. It sounds like some games we will play when we drinks. but normally drunk people likes simple games more, so that they could drink faster(I’m one of them). So when a room is full of sober people ready for a conference, this game should be a little bit more complicated and immersive. mystery murder game, following the rules of <Mafia> – 2nd Nov

Spygame version 0.1

After discussing with Zhuo and Yanci, we decide to do a game like Who is Spy and Spyfall(according to Mr.King)

Basically there is a host and two kinds of players: citizen and spy. In the beginning, Host will send a secret message to each player discribing a item or a movie etc. Except the spy, she/he will get a empty message. Games starts with the host performing first, but the host is not part of the game. Then the players will choose to describe this secret message with Gestures, Sounds or A Single Word. And the second player is supposed to use different method than the last player who performed.

A citizen’s goal is to find who spy is and perform as vague as possible so that the spy won’t find out the message. And the spy should guess what that secret message is and hide him/herself.

The host will decide which player to go first, and the first player will decide which to perform next. The procedure will be totally random so that spy’s gaming experience will be ensured. After all players have finished performing, there will be a vote. the spy’s vote counts.

If the spy doesn’t get the most votes, Spy will WIN. If he/she gets the most votes, but he/she has Guessed that secret message, the Spy STILL WINS. Otherwise, the WINNER WILL BE Citizens.

The amount of spy will change when there’s more participants.