Modern board games as we understand them, experienced a renaissance in the early 2000’s. From a hobby that was restricted to the occasional family gathering during Christmas, it bloomed into an 11 billion dollar industry as of 2022. There are several factors that have contributed to this, but what really got the ball rolling were a few innovative publications that elevated the genre from mere child’s play to an acceptable pastime for a more mature audience. Once this notion kicked in, designers became more willing to produce game concepts that went beyond the traditional roll-and-move game mechanisms which dominated the gaming experience.
Why Cards?
Yet of all the components that are immediately identifiable with playing board games, cards are up there, with dice, egg timers and spinner boards. Cards have in fact always been present in modern board games in some form or another. Initially they served the exclusive purpose of introducing an element of randomness rather than being how a victory was obtained. Think about Monopoly for instance, here you have Community Chest and Chance cards, yet drawing them will seldom contribute squarely towards a player winning a game (unless you get “a proceed to Mayfair” card when someone else has already built it up to its limit!). They are also seldom the means through which a game can be won, no points are scored for drawing them. Likewise, the site or location cards are more of a reminder, to the player owning them, of the site they have bought. Their more obvious purpose comes into play once a site is mortgaged to the bank.
Yet it helps to remember that card-based games actually predated many of what we can term board games in the modern sense. Owning a deck of cards denoted wealth any many of the early sets were works of art commissioned by wealthy patrons who could afford the expense. A quick search in Wikipedia mentions that in the account books of Johanna, Duchess of Brabant and Wenceslaus I, Duke of Luxembourg, we find an entry dating back to May 14, 1379, noting the payment of "...four peters and two florins, worth eight and a half sheep, for the purchase of packs of cards". So you see, not exactly a cheap item to own. It was only through the democratisation of the printing process and the increased availability of paper as a printing medium that playing cards eventually become available to the masses.
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The Flemish Hunting Deck (1470-80) |
Cards in modern games
Some modern card games tried to remedy this dearth of card-based mechanism, by introducing streamlined play and increasing the number of meaningful interactions, but this was achieved based on much earlier and familiar games. The popular Uno (first published in 1971) for example can be considered a rethinking of the card game Crazy Eights. Still, you do not see the level of decision making you would expect from the latest card-based board games. Uno offers limited strategic choices in terms of what cards a player sheds on his or her turn, while still relying heavily on the luck of the draw from a common stockpile.
That is why I am here focusing on games which employ cards in other ways. Cards that modify the course of a game in some manner, which create interactions or situations requiring meaningful, decision making. I am aware that there is a fine line between what is a board game or a game in which cards constitute the better part of the game, a “card-based” board game if you will. In these modern iterations, the cards behave as spaces on a composite board, establishing connections, permutations and variations that will later result in more complex, and rewarding choices.
The main purpose to using cards is primarily, as stated earlier, to introduce an element of randomisation in the progression of a game. Yet while this has remained, cards are now employed to perform other equally important tasks. So having said this let us now look at some of the more significant mechanisms that involve the manipulation of cards in some form or other.
The “Drafting” mechanism
Drafting, or “card drafting”, is straightforward and is normally employed as part of a more complex gaming engine. For instance, in the game Sushi Go, players draft cards from a pool of cards dealt to them, passing the remaining card to a player to their left in between turns, until all cards are drafted save one. The last remaining card is discarded face down. The drafted cards are then formed into sets and scored in line with scoring rules that are included in the box.
Likewise in 7 Wonders, players will draft cards from a hand dealt out to them to gather sufficient resources to build one of the 7 Wonders of the ancient world, achieve military supremacy or achieve dominance through the culture and science tracks. While theoretically these two games are quite different, the basic card-drafting mechanism is still the same. What is immediately apparent is just how versatile the drafting mechanism can be. On the one hand Sushi Go adopts a remarkably simple variation to the concept, making it an ideal party game. 7 Wonders on the other hand uses drafting to allow players to create intricate interactions between the cards chosen, aimed at furthering point scores which are only fully tallied at the end of a game. What is also very much evident in both these games is the fact that they both adopt a euro-style approach to game play, where no players are eliminated during the game.
The “Deck Building” mechanism
Deck building is another interesting card-based mechanism. It had been explored through several extremely popular titles but one of the first games to embrace it was most certainly Dominion (First published in 2008). In all deck builders, you will start off with a basic hand which contains two types of cards, those I refer to as “purchase cards” and those I refer to as “attack cards”. Normally this starting hand is weighted heavily towards purchase since this is what will help the player build his or her deck. Cards are then purchased from a market comprising several face-up cards. Some purchased cards will then allow a player to shed the less important cards in a deck, streamlining it in such a way as to ensure that the better cards will be better represented during play. In these games, card synergies and interactions are also strong contributing factors towards victory. This is what makes these games so interesting and popular. This is also the reason the more popular deck building games have sizable communities of avid players keeping them alive.
The “Pattern Building” mechanism
In Pattern Building, players will use cards or cardboard tiles to create point-scoring patterns on their personal tableau. While not strictly speaking “cards games”, games like Carcassonne, Tsuro and Kingdomino all use pattern building mechanisms to score points. In Carcassonne and Tsuro, cards are drawn from a common pool while Kingdomino also adds Card Drafting into the mix. Two other games I own, and which employ this mechanism are Codex Naturalis and Kodama. In Codex Naturalis, cards are drawn from a common stockpile and then played to a personal tableau in certain ways to achieve personal or game objectives. A similar mechanism can be seen in Kodama, with players adding cards to a “tree base'', essentially another large card, to create a composite “tree” with the highest point-scoring opportunities. The nature of these games tends to remind me a bit of older games like Tetris, since the emphasis is normally more on the nature and position of specific pieces to achieve an objective.
The “Engine Building” mechanism
I think of Engine Builders as a variation to the deck building mechanism. What changes, often, is the quantity of cards available to a player throughout a game. Most engine builders I have played with have a constraint on the number of turns, making each decision taken increasingly more important. Another peculiarity is that once an engine is started, an early mistake or a moment’s hesitation could have disadvantageous effects on the outcome of a game. If a player gets on the right track from the start, he or she will most probably win the game. Catchup mechanisms are not common here. Res Arcana and Century Spice Road come to mind here. Res Arcana uses a very reduced number of cards, yet the card interactions are intricate and provide surprising synergies once the right cards fall into place. The rulebook tends to be a bit unclear in areas, which increases the learning curve of what is otherwise an exceptional game. As for Century Spice Road, which is part of a trilogy of games from designer Emerson Matsuuchi, it is an engine building game embedded within a larger game engine.
In these types of games, cards selected to create the in-game engine become vital linchpins towards generating and upgrading resources. Particularly in Century Spice Road, early mistakes tend to haunt you later in the game, you really need to weigh your choices carefully. Another extremely popular engine-builder is Wingspan. Here the cards themselves represent birds. Each card offers both points scored directly for the bird itself as well as additional point-scoring actions which can take place during a turn, after a turn or in between rounds. The constraints on the number of turns are very pronounced here with the number decreasing from one round to the next. Interestingly, in Wingspan the cards are not the actual engine components though they serve to activate aspects of the in-game engine. The mix of engine-building, personal, turn and round objectives, make wingspan one of the best examples of this genre.
The “Set Building” mechanism
Set Building is one of the older mechanisms employed when cards are involved. At a quite simple level, you can see a practical example of set building in any rummy inspired card game. Players will here make sets or runs of cards to be the first to complete their hand and secure victory. Some modern boardgames embrace this mechanism within the overall game play making the final product quite easy to teach. For instance, one such game is Ethnos. Here players put together sets of cards depicting fantasy creatures to subsequently lay claim to territories on a common map. Interestingly then, once a set is used to claim a territory, it does not end there. If another player creates a bigger valid set, he or she can then grab control of that same territory. Indeed, it is likely that certain valuable territories exchange hands a few times due to this mechanism. The more territories you lay claim to by the end of a game, the higher your chances of winning.
The “Trick-taking” mechanism
No exposition dealing with card games can be complete without a mention of trick-taking. This is one of the oldest, if not the oldest, card mechanism ever designed. The earliest card games on record frequently featured trick-taking as the sole mechanism. The most popular exponent of this mechanism is Contract Bridge, though other games such as Hearts and Spades also feature trick-taking as the basis of their point-scoring method. Even some modern board games have espoused this mechanism with varying degrees of success. 2017’s The Fox in the Forest and both games in “The Crew” series (2019 and 2021) use trick-taking. Their ongoing popularity, with the former (Fox in the forest) having a popular digital adaptation, and with 2019’s “The Crew” getting a sequel two years later, further extols the undying appeal of this mechanism. Ironically however, trick-taking happens to be my least favourite mechanism.
Infinite Combinations
Game mechanisms are constantly evolving with every new game published. For this reason, no reasoned inroad into the subject can be considered definitive, indefinitely. Indeed, I don’t even claim that this blog is, by any stretch of the imagination, a comprehensive list of card game mechanisms. Still, I think I have successfully brought together the most popular mechanisms based on the success of the games they are found in. I have intentionally left out Collectable Card Games or CCGs as these belong to a separate and vast sub-genre of card mechanisms. One day I will write a blog exclusively on them.
At the end of it all, cards are still a resilient and malleable tool used by game designers to render their abstract visions into modern cardboard masterpieces. Cards have been with us from the very moment it became convenient and cheap to produce them in volumes. For what they are, they take up truly little space, while still offering themselves as compact platforms from which imagination can soar and ideas can come alive during play. Personally, few gaming components are more compelling.