Game thinking from Adam Clare

Author: Adam ClarePage 49 of 262

A New Word Game: WordPatch

WordPatch is a word game that challenges and delights! It has just been released on the App Store.

Victor Pinto, A former student (graduated last year) in the game design program I teach, is one of the brains behind the game. WordPatch is also the first game that his company, Heavy Brew Games, has released. The two player mode is a fun challenge which tests one’s vocabulary. Excitingly, this game has hit the App Store sooner than I expected!

Here’s how the game works:

Patch words together by dragging your finger across the screen, connecting letter tiles in sequence to spell words. The longer and more complex the word, the higher the score! Discover even more word patching possibilities by swapping letters with a double tap! The full game contains 3 game modes: Arcade, Speed Spell, and Hot Letters, each with both single and multiplayer support.

Challenge friends in a head-to-head spell-off in any of the three gameplay modes with WordPatch’s Multiplayer mode. Multiplayer splits the game board in two, pitting player against player, each with an individual set of words to patch. A score bar leans towards the player in the lead, creating an exciting and dynamic two player game, guaranteed to bring out your competitive side.

WordPatch

Heavy Brew Games.
WordPatch on the App Store.

A Primer On Collectible And Trading Card Games

With Board Game Jam happening this weekend I figure it’s apropos to post some information on card games.

Collectible card games (CCG) are also called trading card or customizable card games; for most purposes these terms are interchangeable. The best example of a CCG is Magic: The Gathering which has been around since the wary 90s and is still going strong!

There are some really basic commonalities of these style of games. In most CCGs players purchase decks of cards which are sold in a random distribution like baseball cards. Ultimately, players use these cards to create a unique individualized deck. CCGs also make us of thematic motif and gameplay elements from RPGs (like Dungeons and Dragons).

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To be clear, these card games aren’t limited to table top play – most of the popular CCGs have a version that works on mobiles or computers. Indeed, Blizzard is making a purely digital card game HearthStone; whereas Ascension plays better digitally than physically (at least for me since I’m bad at math and the computer can run the numbers). Regardless of their physical or digital they adhere to the same basic gameplay.

The variety of cards available ensure that CCGs are games that can have a lot of depth. The basics are the same each game, but with cards that modify rules things can get rather complex. As the game Cabal explains:

Tactically trading card games are games of great depth and variety, but they are also games of deck building. In them, each player has their own collection of cards that they use to put together a deck to play with against other players. Thus, each player is equipped with a unique, self-designed deck with its own tricks and optimal way to play it. This helps to make sure that no two matches play alike and that there are always new surprises and interesting twists waiting with the next opponent.

I’ll leave the rest of this short introduction to Geek Dad which covers why card games are fun:

Trading Card Games are a social event. They are a way for kids, adults, geeks, and other collectors to come together. Playing at home with close friends, or at card shops to make new friends, can be a fun way to practice your skills. TCGs also provide fun goals: collecting, trading, playing, and participating in competitions are all parts of the general experiences available.

And also Geek Dad examines the basics of how to read cards and some core tactics.

In most TCGs, each card has a “cost,” “type,” “speed,” “color,” and “rarity.”

The cost of a card is determined uniquely in each game. In some games, the cost is turns, as in, some cards may only be played after the third turn. In games like Magic: the Gathering (M:tG), the cost is determined by the power of the card. Rarely, a card will cost 0. Just as rarely, a card such as Draco may cost 16! These costs are paid for by “tapping” cards to produce mana. (Tapping is a mechanic which uses up a card until the beginning of your next turn.)

I’ll be posting about a card-based game I’ve been making for my February game-a-month game once the chaos from Board Game Jam ends.

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