Thursday, September 11, 2014

Something Gained, Something Lost

I know it has only been three weeks since I last wrote about deckbuilding, but I would like to revisit the topic. This time I will not be delving deeper in the past or musing on the future of the genre, but discussing the two main types of vanilla deckbuilders present on the market: the ones where a constant pool of purchasable cards is created before the game, and the ones where cards are acquired form a changing central row and replenished whenever one is acquired by drawing from a face down deck.

Dominion, the first deckbuilder, used a method that randomized the cards before the game. Players would randomly draw only once to establish for the whole game which cards would be available for purchase. A number of face up stacks where then placed in the centre of the table – with a few “always available” stacks added to the mix – and the game would begin. Now, before I go into the second method of randomizing the available cards, let me first take a look at what this option has to offer.

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BoardGameGeek
When playing Dominion (Nightfall, Thunderstone, Arctic Scavengers, Eaten by Zombies! or Trains – which offer a similar method of randomizing available cards before the start of the game and then locking the pool until points are scored), a player can – and in actuality should – create a strategy right from the first turn. After all, every option is in plain sight and the only two things that change from turn to turn are: the composition of the random hand a player draws, and the more occasional depletion of some of the stacks.

Consequently, a game of Dominion is a game of strategy – one a player needs to shift only if and when it turns out that the opponents had the same idea, and the cards stapling the deck-engine become available only in a number too small to make the original design work smoothly. Such an occurrence influences the player tactics or makes them recalibrate their strategic idea, but even this can be circumvented (which anyone who ever went for Big Money in Dominion should probably know).

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BoardGameGeek
The situation is very different when playing Ascension (Lord of the Rings, DC Comics, Legendary, Star Realms, Dark Gothic or any other of the many, many more that are now available on the market), where the pool of available cards is modified almost every turn. While it is still possible to have an overarching strategy, executing it is very much dependent on what cards are actually present on the centre row, with the ones essential to the player’s plans phasing in and out of availability on not only a random basis, but also on a whim of other players. After all, one does not need to acquire eight identical cards to thwart the plans of their opponent – with the centre row mechanism buying one will usually suffice.

The above obviously means that Ascension is much more tactical and executing a carefully laid out strategy is only possible if the random draw favours the player. What is more, the random distribution of cards in the centre row also has the potential to make or break somebody’s game, because a player not only struggles with their own deck, but also tries to have enough currency when a specific card is available, effectively having to deal with an extra layer of randomness – and one that they have very little (if any) influence on.
At first sight, it seems that the Dominion style deckbuilders have much more going on for them: they are at least as strategic as they are tactical and they seem to more consistently reward solid planning and near to flawless execution. They are also much less prone to wild swings that can favour some players, while severely hampering others. Why, then, do we get more and more of the “centre deck” ones? Well, there are two reasons.

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BoardGameGeek
Firstly, there is the matter of replayability. To make Dominion replayable, the base game had to come with over five hundred cards and a rather tedious setup procedure (which Nightfall tried to change into a sub game in its own, without great success) – and still, the presence of some of them during the game determines the strategy for the more experienced players much more than the presence of others (to give a simple example: Laboratory has a much more significant influence on the strategy than the Smith – at least in the base set). That influences how often the game becomes repetitive.

On the other hand, the first set of Ascension came with only two hundred cards, and still seemed at least as potent when it came to replayability – although some people claim that it was only a smart illusion. The fact is, however, that games played out differently without the laborious process of randomizing and setting up stacks of cards. It was (and is) enough to just shuffle one deck to be ready to play.

Image source: 
BoardGameGeek
Secondly, the fact that one can have a replayable deckbuilder with either five hundred cards, or one with less than half of it, did not go unnoticed by the publishers. The math here is quite simple and the popular saying “less is more” seems to not only mirror the overall feel of the changing gameplay, but also the profit margins. The reasons for “centre rows” being all the deckbuilding rage these days become even more transparent.

From the gamer perspective it all boils down to a few simple decisions. Do I like the cleaner, more fair game of Dominion, or do I like the more swingy nature of Ascension ? Do I want to always win when experience is on my side, or do I want to stand a chance against an expert, even if I am an utter newbie? These are the questions every deckbuilder fan should ask themselves, before deciding which way they want to go. I personally choose both, although it seems I actually might be on the Ascension side, which I simply play much more often than Dominion these days.

Image source: 
BoardGameGeek
Introducing the centre row gave us a few new things to toy or cope with (depending on your attitude). It gave us faster and much less scripted game play, forcing us to sometimes make excruciating decisions and commit to a more tactical mode of playing the game. What it took away is the ability to control the game environment to a near absolute degree, which should come as no surprise, since more randomness makes for a less predictable and controllable experience.

The more random, Ascension style deckbuilders are the once that gained some variety and unpredictability, but lost some of the strategic brilliance of Dominion. Randomness fought agency once again and from the sheer numbers and popularity of the “centre row” deckbuilders it seems that it is currently winning the hearts of the player base.

So, maybe, this is the real future of deckbuilding?





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