Game Design Week 2: Card Game Ideas

Francis Hartle

1.Cards as Game Pieces/ Creatures: This game would be a trading card game similar to magic the gathering or yugioh, but the caveat would be that the summoner of these creatures, represented by cards, has short term memory loss. Every card has a usual strength and defense, but also has a memorability, and after that many turns have passed, it is forgotten. It disappears! The game ends when one player reduces the other to 0 health.

2. Cards as a fitness aid: This game would be played with a standard deck of cards, each card corresponding to a regular body weight exercise, such as 2: push ups, 5: planks, etc. The player or players would draw two cards, one for the exercise, and one for the amount. In this system, jack, queen, king, and ace correspond to 11, 12, 15, and 20, respectively. This can be a simple way to supplement workouts or even just get a little bit of extra physical activity.

3. Cards as Power: Not necessarily power, but commanding power would be more apt. In this game, each card represents a number of certain types of troops under a king’s army. Each amount of a starting unit would be determined by the draw of a card, and then the next unit would be selected. At the end, two or more players battle for control of card land, also consisting of cards worth their corresponding amount of points. At the end of the game, the king with the most points wins.

4. Cards as Currency: In this game, cards represent money. The goal of the game is to come out the other side with the most money, and it can even feature real betting, if you’re the gambling type. A deck is shuffled and split in two, and each player is dealt 3 cards from the top of their deck. This is the amount of money they start with. Then, each player bets a card. Each player then flips the top card from their deck, and the player with the higher card wins the bet and collects not only the cards that were bet, but also the ones flipped over, and these are all put into their wallet. Then, they shuffle their hands into their deck and draw a new hand. The game ends when the decks are gone, and the player with the largest wallet wins.

5. War with golf scoring: Played like traditional war, but the twist is that the lower card wins. Admittedly at this point I ran out of ideas.

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