1 00:00:00,000 --> 00:00:07,960 Welcome to Pick Up and Deliver, the podcast where I pick up my audio recorder as I head 2 00:00:07,960 --> 00:00:11,280 out the door and deliver an episode to you while I walk the dog. 3 00:00:11,280 --> 00:00:21,760 I'm Brendan Riley. 4 00:00:21,760 --> 00:00:25,440 Well good morning listeners it's a lovely day here in suburban Chicago. 5 00:00:25,440 --> 00:00:29,780 The sun is up, there's not a sky a cloud in the sky but there are still 6 00:00:29,780 --> 00:00:30,780 plenty of cicadas. 7 00:00:30,780 --> 00:00:33,900 I learned we have about two more weeks probably. 8 00:00:33,900 --> 00:00:39,620 We have a person who comes by once a quarter to spray around the house to keep bugs down 9 00:00:39,620 --> 00:00:45,460 and they said that we shouldn't see any more after the 4th of July so looking forward 10 00:00:45,460 --> 00:00:46,460 to that. 11 00:00:46,460 --> 00:00:48,180 Hopefully I won't get dive bombed today. 12 00:00:48,180 --> 00:00:52,140 They don't seem to be too numerous today so maybe we're at a low in the activity or 13 00:00:52,140 --> 00:00:53,780 maybe we are on the downward side. 14 00:00:53,780 --> 00:00:54,780 We can hope. 15 00:00:54,780 --> 00:01:03,780 So thinking about what to talk about today and it occurred to me to Google or to go into 16 00:01:03,780 --> 00:01:09,380 my podcast feed and search for the phrase "deck building" to see how often I use that 17 00:01:09,380 --> 00:01:14,180 or when I do. Because it occurred to me, while I have done episodes about like favorite 18 00:01:14,180 --> 00:01:21,340 games of each mechanism type and I did a couple episodes on gentle player conflict. 19 00:01:21,340 --> 00:01:25,060 I've never actually done an episode where I just talk about what I like about deck building 20 00:01:25,060 --> 00:01:26,060 games. 21 00:01:26,060 --> 00:01:27,300 So that's what I'm going to do today. 22 00:01:27,300 --> 00:01:30,460 This episode is four things about deck building games. 23 00:01:30,460 --> 00:01:34,660 So just to make sure we're all on the same page here and I suspect most of us are but 24 00:01:34,660 --> 00:01:41,380 I generally hold to the completely arbitrary gaming convention that's used on boardgamegeek 25 00:01:41,380 --> 00:01:47,140 and in other places to distinguish between games that you create the deck before you play 26 00:01:47,140 --> 00:01:55,180 and games where you start with a sort of standard deck and you augment that deck 27 00:01:55,180 --> 00:01:56,460 while you're playing. 28 00:01:56,460 --> 00:02:00,180 So games where you created a deck before you play would be something like most collectible 29 00:02:00,180 --> 00:02:06,540 card games, something like Lorcanna or Magic or Android Netrunner versus deck building 30 00:02:06,540 --> 00:02:11,900 games, something like Dominion is your your product typical example or your stereotypical 31 00:02:11,900 --> 00:02:13,140 example. 32 00:02:13,140 --> 00:02:17,340 So today I'm talking about deck building games games where the deck is built while you play. 33 00:02:17,340 --> 00:02:21,940 So I'm going to talk about four things I like about playing games in this genre or the 34 00:02:21,940 --> 00:02:27,260 games that focus on this mechanism and then I'll give a few examples in that mechanism 35 00:02:27,260 --> 00:02:30,100 for how it appears in different games. 36 00:02:30,100 --> 00:02:33,500 As always I'd love to hear your feedback on this maybe what is your favorite deck building 37 00:02:33,500 --> 00:02:38,780 game and when when do you get to play it you can share that information over on board 38 00:02:38,780 --> 00:02:42,100 game geek and guild 3269 to pick up and deliver guild. 39 00:02:42,100 --> 00:02:45,940 I'm a little behind on my board game geek feed so apologies if you've posted something 40 00:02:45,940 --> 00:02:49,920 there and I haven't replied right away I'm trying to get caught up but I subscribe to 41 00:02:49,920 --> 00:02:54,820 too many things so like I'll log in and I'll knock I'll mark I'll skim through and mark 42 00:02:54,820 --> 00:02:59,380 100 threads red and the next time I log in there's 100 more to read so it's getting it's 43 00:02:59,380 --> 00:03:02,700 getting difficult to catch up and the summer I'm not spending quite as much time in front 44 00:03:02,700 --> 00:03:05,300 of my computer so there it is. 45 00:03:05,300 --> 00:03:10,860 All right to start with I really like that deck building games offer a lot of variety 46 00:03:10,860 --> 00:03:14,620 that comes through setup and player choice. 47 00:03:14,620 --> 00:03:18,300 Now those are two distinct things I could say variety through setup and variety through 48 00:03:18,300 --> 00:03:23,260 player choice but I'm going to kind of lump them together because they sort of have to 49 00:03:23,260 --> 00:03:26,620 do with the notion of the market or the idea of the market. 50 00:03:26,620 --> 00:03:34,660 So there are as I can think about it really two primary models that get used for the 51 00:03:34,660 --> 00:03:41,860 market in deck building games there is the market of the set market of cards which is used 52 00:03:41,860 --> 00:03:52,100 in Dominion & Arctic scavengers and what's the third one that oh Aeon's end all three 53 00:03:52,100 --> 00:03:57,260 of those use a set market of cards meaning at the beginning of the game you pick out some 54 00:03:57,260 --> 00:04:02,860 number of cards from the set that's in the box it's usually not as many as the whole box 55 00:04:02,860 --> 00:04:06,740 has so you're not using every card in the box you're usually picking some set of them and 56 00:04:06,740 --> 00:04:12,100 those are the cards that are available in the market to buy and generally those are available 57 00:04:12,100 --> 00:04:17,300 until they run out and then you can't get any more and everybody kind of has equal access 58 00:04:17,300 --> 00:04:19,620 to them though that's not always the case. 59 00:04:19,620 --> 00:04:24,660 What I like about that kind of setup is that you can then decide which cards to include 60 00:04:24,660 --> 00:04:29,540 in the market and the game often offer you different sets of suggestions based on kind 61 00:04:29,540 --> 00:04:35,100 of maybe how you want to play or it suggests that you randomize them with the idea of being 62 00:04:35,100 --> 00:04:41,860 that part of the fun of each game is trying to find the optimal mix of cards to buy based 63 00:04:41,860 --> 00:04:44,380 on what's available this time around. 64 00:04:44,380 --> 00:04:49,940 I think the ultimate example of that is Dominion particularly as I read or heard from people 65 00:04:49,940 --> 00:04:55,060 who have like all the Dominion expansions you know they have literally dozens or maybe 66 00:04:55,060 --> 00:05:02,540 hundreds of different card sets to choose from and they build the game by randomizing those 67 00:05:02,540 --> 00:05:07,620 cards as there's a card choosing mechanism you can use an app or you just have like I 68 00:05:07,620 --> 00:05:13,660 think each card set has one card that's like the just the name of the card and you shuffle 69 00:05:13,660 --> 00:05:17,500 all those together and then deal out ten and that's your market. 70 00:05:17,500 --> 00:05:24,100 So I really like that as a way to create randomness and options in the different kinds of 71 00:05:24,100 --> 00:05:26,100 games that you have access to. 72 00:05:26,100 --> 00:05:27,780 Other different kinds of cards you have access to. 73 00:05:27,780 --> 00:05:35,340 So the other kind of card market that you see in games are the river of cards. 74 00:05:35,340 --> 00:05:39,420 Now the river has an advantage as it manages and disadvantages. 75 00:05:39,420 --> 00:05:42,980 In a cooperative game I think the river is excellent. 76 00:05:42,980 --> 00:05:48,940 The river makes for an interesting kind of variety and challenges the players to think more 77 00:05:48,940 --> 00:05:53,500 tactically about what's available because the stuff's not always available right. 78 00:05:53,500 --> 00:05:58,820 It's coming through and it goes away as people buy it and that's when we get new things 79 00:05:58,820 --> 00:06:02,660 but you don't have the same array of things available all the time. 80 00:06:02,660 --> 00:06:11,820 Games like Ascension and Harry Potter Hogwarts Battle and Legendary all use the river mechanism. 81 00:06:11,820 --> 00:06:17,580 So I think the river mechanism is really neat and it's actually my preference. 82 00:06:17,580 --> 00:06:23,460 Now in competitive games the river can be a little frustrating because sometimes it will 83 00:06:23,460 --> 00:06:26,860 seem to benefit your opponent more than you. 84 00:06:26,860 --> 00:06:33,100 I've had games of Star Wars deck building game where the river doesn't 85 00:06:33,100 --> 00:06:38,300 benefit the player like river benefits one of us more than the other to a level where 86 00:06:38,300 --> 00:06:41,660 it feels bordering on not fun. 87 00:06:41,660 --> 00:06:45,740 That doesn't happen often but it is one of the dangers of the kind of randomness of the 88 00:06:45,740 --> 00:06:47,020 river model. 89 00:06:47,020 --> 00:06:53,140 So in the market element of setup I find that very compelling. 90 00:06:53,140 --> 00:07:00,740 I also like the other side of it which is how player choice creates a variety in play because 91 00:07:00,740 --> 00:07:05,620 in most good deck builders there are multiple ways to approach winning and part of the idea 92 00:07:05,620 --> 00:07:12,460 of the game is to outthink your opponents and outplay your opponents in assembling a good 93 00:07:12,460 --> 00:07:14,060 mix of cards to purchase. 94 00:07:14,060 --> 00:07:21,540 There are a lot of things to balance but the overall mix of skills that are available and 95 00:07:21,540 --> 00:07:27,660 so you have to figure out how those slot into the game versus standard strategies that 96 00:07:27,660 --> 00:07:31,620 you always have available to you or are always good. 97 00:07:31,620 --> 00:07:35,900 Those two things together make for really interesting play. 98 00:07:35,900 --> 00:07:38,460 So that was thing number one to say about deck building games. 99 00:07:38,460 --> 00:07:41,900 I love variety through setup and player choice. 100 00:07:41,900 --> 00:07:43,660 Number two, cool gimmicks. 101 00:07:43,660 --> 00:07:48,660 I am a sucker for a game that uses a neat novel mechanism. 102 00:07:48,660 --> 00:07:57,500 That deck building games have a history of innovating on the things you can do with the deck building 103 00:07:57,500 --> 00:07:58,660 skeleton. 104 00:07:58,660 --> 00:08:04,020 If you look at Dominion as the sort of arch-typical example, I am assuming everybody knows Dominion 105 00:08:04,020 --> 00:08:05,260 just in case you don't. 106 00:08:05,260 --> 00:08:10,740 You are trying to build a kingdom and you build the kingdom by accumulating points in your 107 00:08:10,740 --> 00:08:11,740 deck. 108 00:08:11,740 --> 00:08:15,540 The point cards generally don't do anything else for you so the more point cards you buy, 109 00:08:15,540 --> 00:08:18,060 the less effective your deck is. 110 00:08:18,060 --> 00:08:23,060 You kind of want to wait some amount of time before you buy too many point cards. 111 00:08:23,060 --> 00:08:27,340 But at the same time, if you wait too long then someone else will buy more point cards than 112 00:08:27,340 --> 00:08:28,660 you and they'll win. 113 00:08:28,660 --> 00:08:33,200 Or if you try to build an elaborate machine by assembling other things in your deck you 114 00:08:33,200 --> 00:08:37,020 might have a really cool deck at the end that doesn't earn you any points. 115 00:08:37,020 --> 00:08:43,380 That's kind of the standard model for how deck building games work and usually you get 116 00:08:43,380 --> 00:08:46,540 some resources that allow you to do something in the game. 117 00:08:46,540 --> 00:08:48,980 And then some resources that allow you to buy cards. 118 00:08:48,980 --> 00:08:55,200 In Dominion you are allowed to, each turn you can play, you can take one action and you 119 00:08:55,200 --> 00:08:57,300 can buy one card. 120 00:08:57,300 --> 00:09:02,220 And so a lot of what you're doing in Dominion is getting cards that give you extra actions 121 00:09:02,220 --> 00:09:03,740 or let you buy extra cards. 122 00:09:03,740 --> 00:09:10,140 I really like games that come up with some sort of gimmick of what to do other than that 123 00:09:10,140 --> 00:09:11,340 central model. 124 00:09:11,340 --> 00:09:15,380 The first and actually my preference over Dominion is Arctic scavengers. 125 00:09:15,380 --> 00:09:19,740 In Arctic scavengers you have a totally different set of things you can do on your turn. 126 00:09:19,740 --> 00:09:21,340 You can do more than one action. 127 00:09:21,340 --> 00:09:25,940 But the real gimmick is any cards you don't play then you send to the brawl and the brawl 128 00:09:25,940 --> 00:09:34,340 is a sort of shared contest for a really good card that you win by sending people and strength 129 00:09:34,340 --> 00:09:36,380 rather than by spending money. 130 00:09:36,380 --> 00:09:40,140 And the mix of those two things works really well. 131 00:09:40,140 --> 00:09:45,860 And gives you a consideration that's different from the considerations you have in something 132 00:09:45,860 --> 00:09:47,260 like Dominion. 133 00:09:47,260 --> 00:09:49,380 With other games there are other gimmicks as well. 134 00:09:49,380 --> 00:09:51,860 I'll name just a couple more that I really like. 135 00:09:51,860 --> 00:09:56,360 In big book of madness you have this gimmick of the space on your board, the reserve they 136 00:09:56,360 --> 00:09:57,900 call it I think. 137 00:09:57,900 --> 00:10:02,300 And in the reserve when you put a card in the reserve it's now available to anyone to use. 138 00:10:02,300 --> 00:10:06,780 And this is a really cool way to keep the game flowing and to make it actually feel 139 00:10:06,780 --> 00:10:10,380 cooperative. 140 00:10:10,380 --> 00:10:16,780 And Valley of the Kings and Dale of Merchants in both of those part of what's interesting 141 00:10:16,780 --> 00:10:18,780 is you have to pull apart your deck. 142 00:10:18,780 --> 00:10:23,020 In order to score points you have to take things out of your deck and put them into the scoring 143 00:10:23,020 --> 00:10:28,220 area at which point they stop being effective as scoring. 144 00:10:28,220 --> 00:10:31,260 They stop being effective for you as cards you can use to do stuff. 145 00:10:31,260 --> 00:10:35,060 A lot of times the better scoring cards have the better powers on them so you don't want 146 00:10:35,060 --> 00:10:39,500 to send them in the scoring because you want to use them but if you're not sending them 147 00:10:39,500 --> 00:10:41,420 in the scoring you're probably going to lose. 148 00:10:41,420 --> 00:10:43,700 So I like that gimmick. 149 00:10:43,700 --> 00:10:49,380 I really do enjoy deck builders that have a board space where you're using your deck building 150 00:10:49,380 --> 00:10:53,740 mechanism to move stuff around on a board or do things on a board. 151 00:10:53,740 --> 00:10:58,660 Of course Martin Wallace was sort of cutting this ground with a few acres of snow and other 152 00:10:58,660 --> 00:11:02,060 similar games as we've talked about recently. 153 00:11:02,060 --> 00:11:05,780 And you also have something like Clank which has you moving around on a board using the 154 00:11:05,780 --> 00:11:11,220 deck building or the tyrants of the Underdark does this really well or more recently 155 00:11:11,220 --> 00:11:17,140 lost runs of Arnac and Dune Imperium both involve deck building combined with other things. 156 00:11:17,140 --> 00:11:23,140 Now those games deck building really feels like one of a sort of mix of mechanisms as 157 00:11:23,140 --> 00:11:30,580 opposed to like in a handful of stars where a deck building is still the center of the 158 00:11:30,580 --> 00:11:37,000 game because as you use your cards to do things on the board whereas some of those other 159 00:11:37,000 --> 00:11:41,900 games have other things like yeah they have worker placement there as well so sidelines 160 00:11:41,900 --> 00:11:43,500 the deck building a little bit. 161 00:11:43,500 --> 00:11:48,460 But I really do or another good example of a gimmick that I just a clever change. 162 00:11:48,460 --> 00:11:54,220 gimmick it's a pejorative so maybe that's not the right word to use but a neat innovation 163 00:11:54,220 --> 00:11:56,820 that I think adds to the gameplay experience. 164 00:11:56,820 --> 00:12:01,580 One of those would be Aeon's End. 165 00:12:01,580 --> 00:12:05,060 This is just a really clever shift at the end of your deck once you've bought all your cards 166 00:12:05,060 --> 00:12:11,140 and played all your cards then you flip the deck over from the discard pile to the draw 167 00:12:11,140 --> 00:12:15,820 pile and you do that by just turning the deck over you don't shuffle it. 168 00:12:15,820 --> 00:12:21,980 That one shift is incredibly interesting as a mechanism or I just played 169 00:12:21,980 --> 00:12:22,980 Quest for El Dorado last night. 170 00:12:22,980 --> 00:12:27,340 That game is really interesting because there's a limited market of six cards and then there's 171 00:12:27,340 --> 00:12:32,300 12 more that are available but you don't play you don't get to buy any of the available 172 00:12:32,300 --> 00:12:38,060 ones until if you're the person who buys the last card in the limited market then you 173 00:12:38,060 --> 00:12:44,460 get to pick the next card from the unavailable ones that will get moved up into the available 174 00:12:44,460 --> 00:12:45,460 category. 175 00:12:45,460 --> 00:12:49,100 Of course you're doing that and then other people take turns so you could actually not 176 00:12:49,100 --> 00:12:52,220 even get a chance at that card because it's empty. 177 00:12:52,220 --> 00:12:53,660 So that's really interesting. 178 00:12:53,660 --> 00:12:57,900 So cool gimmicks, something I really like in deck building games. 179 00:12:57,900 --> 00:13:03,500 Next up I will say I really like that deck builders feel like they have a nice mix of 180 00:13:03,500 --> 00:13:05,780 randomness and control. 181 00:13:05,780 --> 00:13:10,260 The randomness I already talked about some but a big piece of the randomness comes from 182 00:13:10,260 --> 00:13:17,140 how the cards come out of your deck that that has an interesting element where sometimes 183 00:13:17,140 --> 00:13:20,740 you just get screwed by the way that the cards got shuffled together. 184 00:13:20,740 --> 00:13:25,260 Of course each game handles this differently that never happens in the end because you're 185 00:13:25,260 --> 00:13:27,860 the one who put the cards in the order you put them. 186 00:13:27,860 --> 00:13:31,460 So if you get screwed by the order it's your own fault. 187 00:13:31,460 --> 00:13:35,220 So sometimes randomness really hurts you or like I was talking about it with a game that 188 00:13:35,220 --> 00:13:40,940 has a river market sometimes the river will feel like it's really screwing with you. 189 00:13:40,940 --> 00:13:43,940 Other times you'll get exactly the cards you need exactly the right moment and that 190 00:13:43,940 --> 00:13:45,620 feels really good as well. 191 00:13:45,620 --> 00:13:50,220 You have this nice mix of cards that flow through for you. 192 00:13:50,220 --> 00:13:56,100 Those things together are really interesting and fun and I like the way that all of that 193 00:13:56,100 --> 00:13:57,300 works together. 194 00:13:57,300 --> 00:14:03,240 In particular I like the way that some of the games add as part of the play of the game 195 00:14:03,240 --> 00:14:09,460 the ability to manipulate how random your deck is and how much control you have but usually 196 00:14:09,460 --> 00:14:11,420 with an opportunity cost. 197 00:14:11,420 --> 00:14:16,340 For example sometimes there will be cards that you can buy that help make your deck run 198 00:14:16,340 --> 00:14:20,180 better but don't do anything else to advance your game. 199 00:14:20,180 --> 00:14:25,180 So in Quest for El Dorado for example there are cards that you can buy that let you draw 200 00:14:25,180 --> 00:14:26,180 more cards. 201 00:14:26,180 --> 00:14:32,420 This is actually a pretty common technique in deck building games where you can get cards 202 00:14:32,420 --> 00:14:37,140 that will let you get more cards and since cards are actions usually being a little draw 203 00:14:37,140 --> 00:14:41,820 more cards is a useful and effective way to make your deck build work better. 204 00:14:41,820 --> 00:14:45,860 And once that card is in your deck it usually is pretty effective because it starts to come 205 00:14:45,860 --> 00:14:49,420 up and every time it comes up it helps you. 206 00:14:49,420 --> 00:14:53,880 At the same time the turn where you buy it you're not advancing into the other things you 207 00:14:53,880 --> 00:14:54,880 need. 208 00:14:54,880 --> 00:14:59,940 So if you wait too long to buy it or you buy the wrong engine advancement card you might 209 00:14:59,940 --> 00:15:04,820 find yourself actually hurting yourself by spending too much time making your deck run 210 00:15:04,820 --> 00:15:05,820 better. 211 00:15:05,820 --> 00:15:07,780 That was the situation I was talking about with regard to Dominion. 212 00:15:07,780 --> 00:15:13,220 I also like that a lot of games allow you to remove cards from your deck and that in many 213 00:15:13,220 --> 00:15:18,460 games being really good at a deck building game definitely involves removing cards from 214 00:15:18,460 --> 00:15:23,780 your deck because whenever you buy a new card from the market it's almost always better than 215 00:15:23,780 --> 00:15:27,300 any of the cards you could have bought that any of the cards you started with. 216 00:15:27,300 --> 00:15:31,380 When you buy a card from the deck it's almost always better than any of the cards you started 217 00:15:31,380 --> 00:15:32,380 with. 218 00:15:32,380 --> 00:15:38,660 So removing a card from your deck is generally pretty good if you can remove the cards that 219 00:15:38,660 --> 00:15:40,140 you started with that are bad. 220 00:15:40,140 --> 00:15:45,620 Now one interesting example counterpoint to this is the Game Harry Potter Hogwarts Battle. 221 00:15:45,620 --> 00:15:51,940 In the most deck builders the cards that you buy are good enough that it's almost always 222 00:15:51,940 --> 00:15:54,460 a good strategy to buy a card when you can. 223 00:15:54,460 --> 00:15:55,980 Not always. 224 00:15:55,980 --> 00:16:00,740 Once you have an effectively running deck buying more cards that don't do what your deck needs 225 00:16:00,740 --> 00:16:03,500 to do to be effective is difficult. 226 00:16:03,500 --> 00:16:08,660 With Harry Potter Hogwarts Battle that is amplified dramatically because the most powerful thing 227 00:16:08,660 --> 00:16:13,940 you have in that game is your characters bonus power. 228 00:16:13,940 --> 00:16:20,100 This character in that game has a bonus power that they can do that gives them power, something 229 00:16:20,100 --> 00:16:22,780 that they can do that other players can't. 230 00:16:22,780 --> 00:16:28,780 And when they do that it's generally a very effective piece of the collaborative puzzle. 231 00:16:28,780 --> 00:16:34,260 For example and it's been a while since I played so I can't remember precisely but for example 232 00:16:34,260 --> 00:16:42,340 I believe that Neville is or Harry gives people extra lightning bolts when something happens. 233 00:16:42,340 --> 00:16:48,700 And a big part of doing well playing with Harry is to maximize the likelihood that something 234 00:16:48,700 --> 00:16:52,300 is going to happen so that you can give people the extra lightning bolts. 235 00:16:52,300 --> 00:16:57,820 So every time with Harry every time you buy a card in the game if it's a, even if it's 236 00:16:57,820 --> 00:17:01,660 a good card, if it's not a good card toward activating your special power you're probably 237 00:17:01,660 --> 00:17:03,780 making your deck worse not better. 238 00:17:03,780 --> 00:17:05,980 That's a really interesting mechanism to me. 239 00:17:05,980 --> 00:17:12,020 The other thing I find interesting is that many of the enemies in Harry Potter have you 240 00:17:12,020 --> 00:17:18,580 flip card, have you reveal your next card in your deck and then like lose it or discard it 241 00:17:18,580 --> 00:17:21,660 or do something if it's a good card. 242 00:17:21,660 --> 00:17:25,700 But if it's your basic regular card then nothing bad happens. 243 00:17:25,700 --> 00:17:29,220 Sometimes the things that are bad are pretty bad. 244 00:17:29,220 --> 00:17:34,060 It'll make you lose a card or sometimes it'll make you lose health or there's also to stuff. 245 00:17:34,060 --> 00:17:40,060 So one of the things I find really interesting is trying to balance that question of how 246 00:17:40,060 --> 00:17:49,940 much to buy versus keeping some of those basic cards so that you don't fail because you 247 00:17:49,940 --> 00:17:54,700 didn't keep enough of those basic cards because you keep getting hit by enemy action because 248 00:17:54,700 --> 00:17:56,740 you've made your deck too powerful. 249 00:17:56,740 --> 00:18:01,540 And weirdly we found in the Harry Potter game that you and you did decide what your deck 250 00:18:01,540 --> 00:18:05,620 is doing very early and only by cards that help you do that thing. 251 00:18:05,620 --> 00:18:07,940 That was generally the way we were most successful. 252 00:18:07,940 --> 00:18:10,920 Which could be really frustrating because then sometimes there's just cards that nobody 253 00:18:10,920 --> 00:18:16,940 wants or nobody can buy and the game doesn't have a market circulation mechanism and it 254 00:18:16,940 --> 00:18:18,300 makes it less fun. 255 00:18:18,300 --> 00:18:21,780 Like it's not fun to buy a card you don't want so that the market will change. 256 00:18:21,780 --> 00:18:28,300 So we actually added a mechanism when we played where if you didn't buy a card on your 257 00:18:28,300 --> 00:18:35,340 turn you have the choice of discarding one of the cards in the market and then drawing 258 00:18:35,340 --> 00:18:36,580 one new card in the market. 259 00:18:36,580 --> 00:18:40,140 So that way it does revolve a little bit and that works. 260 00:18:40,140 --> 00:18:41,140 That's nice. 261 00:18:41,140 --> 00:18:42,140 I like that. 262 00:18:42,140 --> 00:18:46,740 So all of these methods involve making choices to minimize the negative effects that randomness 263 00:18:46,740 --> 00:18:47,900 can have on your play. 264 00:18:47,900 --> 00:18:52,860 And I really like that deck builders have a very specific set of systems. 265 00:18:52,860 --> 00:18:56,020 Kind of comment throughout the genre that let you do that. 266 00:18:56,020 --> 00:18:59,540 Right, the final piece of the puzzle, the final thing I wanted to talk about in terms 267 00:18:59,540 --> 00:19:06,540 of deck building games is I like a game that punishes you for having what I call. 268 00:19:06,540 --> 00:19:08,380 Eyes too big for your stomach. 269 00:19:08,380 --> 00:19:15,180 This is a thing my parents used to say when I was a kid because I was a light eater when 270 00:19:15,180 --> 00:19:16,180 I was young. 271 00:19:16,180 --> 00:19:18,780 That's not really true anymore but when I was younger it didn't eat a lot. 272 00:19:18,780 --> 00:19:21,740 And so sometimes when I would order food or whatever I would order more than I could 273 00:19:21,740 --> 00:19:25,700 eat and my mother would say I had eyes too big for my stomach. 274 00:19:25,700 --> 00:19:30,900 And I carry that metaphor around the idea around because I think deck building games, 275 00:19:30,900 --> 00:19:33,180 especially those with a river. 276 00:19:33,180 --> 00:19:39,100 Games will offer you lovely shiny things that actually are bad for your deck because they 277 00:19:39,100 --> 00:19:43,940 look cool and maybe they do a cool thing but if they don't fit what you're trying to do then 278 00:19:43,940 --> 00:19:48,220 when you buy them they take up space in your deck you draw them and then you're not able 279 00:19:48,220 --> 00:19:51,300 to play them for whatever reason or not able to use them well. 280 00:19:51,300 --> 00:19:56,180 This also happens for the end of a game that if you have a very well functioning deck sometimes 281 00:19:56,180 --> 00:20:00,820 it's tempting to take a card that looks really cool or does something really cool. 282 00:20:00,820 --> 00:20:04,380 If you're not thinking about the flow of the game this actually happened to me in 283 00:20:04,380 --> 00:20:10,780 Quest for El Dorado last night we played we were toward the end of the game and I had bought this card 284 00:20:10,780 --> 00:20:14,260 that basically lets you have the chance to take a much better card. 285 00:20:14,260 --> 00:20:17,820 So it's a good card to have early in the game because you'll have time to take another 286 00:20:17,820 --> 00:20:21,860 card get that in your deck and use it but I had bought it too late in the game so on 287 00:20:21,860 --> 00:20:28,340 my final turn when I had a chance to win instead I had a card that let me get 288 00:20:28,340 --> 00:20:29,340 another card. 289 00:20:29,340 --> 00:20:35,180 And then the space where I wanted to be able to play a card I needed I couldn't instead 290 00:20:35,180 --> 00:20:39,500 I had to I had this card that I couldn't do anything with except get another card and 291 00:20:39,500 --> 00:20:42,220 that new card I got goes in the discard pile. 292 00:20:42,220 --> 00:20:46,260 So I was hoisted on my own petard and I was too big for my stomach I'm like yeah I'll get 293 00:20:46,260 --> 00:20:50,500 a great card next time well was too late in the game to take that card when I did. 294 00:20:50,500 --> 00:20:55,540 And I love games that demand you pay attention to the flow of the game where your choices 295 00:20:55,540 --> 00:21:02,420 and your goals should change over time that the ebb and flow of experience in the game is 296 00:21:02,420 --> 00:21:08,100 part of what makes it really interesting and I think deck building games often do that 297 00:21:08,100 --> 00:21:09,420 really well. 298 00:21:09,420 --> 00:21:16,260 Another good example of that is the game Clank. Early on in Clank you maybe won a lot of strength 299 00:21:16,260 --> 00:21:21,300 but you also won a lot of movement and you also want a lot of gold so you can buy things. 300 00:21:21,300 --> 00:21:25,740 At the end of the game you just want movement and if you don't have movement all that other 301 00:21:25,740 --> 00:21:27,780 stuff is not useful to you. 302 00:21:27,780 --> 00:21:30,940 But if at the beginning of the game you only take movement you really focus on getting a lot 303 00:21:30,940 --> 00:21:34,900 of movement then sure you're able to run around but you can't buy any of the cards that 304 00:21:34,900 --> 00:21:35,900 give you points. 305 00:21:35,900 --> 00:21:40,140 So there's an interesting back ebb and flow in the game where at some point you want to 306 00:21:40,140 --> 00:21:43,980 switch to buying cards that are good to give you points because you're probably not 307 00:21:43,980 --> 00:21:46,700 going to see any of them in your deck again. 308 00:21:46,700 --> 00:21:52,100 At the same time if you do that too early or you just buy movement cards the whole time 309 00:21:52,100 --> 00:21:55,460 then you're having a deck with almost no points in it you have to get all your points 310 00:21:55,460 --> 00:21:57,820 from your treasures which usually won't win you the game. 311 00:21:57,820 --> 00:22:00,620 So that's sort of choice I find really compelling. 312 00:22:00,620 --> 00:22:02,740 So what do you like about deck building games? 313 00:22:02,740 --> 00:22:06,860 Head over to Board Game Geek Guild 3269 let me know if you want to see some links to other 314 00:22:06,860 --> 00:22:09,740 episodes where I've talked about deck building games those will be in the show notes at 315 00:22:09,740 --> 00:22:11,460 rattleboxgames.com. 316 00:22:11,460 --> 00:22:16,420 You can send me a direct message on Board Game Geek wombat929 or on an email. 317 00:22:16,420 --> 00:22:17,420 And then at rattleboxgames.com. 318 00:22:17,420 --> 00:22:18,420 Well thanks for joining me on my walk today. 319 00:22:18,420 --> 00:22:22,420 I hope your next walk is as pleasant as mine was. 320 00:22:22,420 --> 00:22:23,420 Bye bye. 321 00:22:23,420 --> 00:22:48,260 Brought to you by rattlebox.com. 322 00:22:48,260 --> 00:22:58,260 [MUSIC]