Triggered Effects, Part 3

The Story So Far…

Triggered card effects all fit under a general “when TRIGGER occurs, do EVENT” template. They can make a card situationally powerful.  They can give cardsets a mechanical theme.  They can create opportunities for counterplay.

We have identified eight categories of trigger so far–Entrance, Tap/Untap, Exit, Acquisition, Revelation, Damage to the Card, Damage by the Card, Critical Mass.  I also pointed out that any of these effects could use the opponent as the trigger rather than the card holder.

We have addressed five categories of effect so far–Victory Points, Currency, Endurance, Cards, and Additional Cardplay.

I also challenged readers to identify any triggers I missed and to predict what other effects I would list.

 

Another Awesome Reader

Reader Jayson took on my challenge to identify missing triggers, suggesting four AND a modifier.  Jayson’s triggers were

(a)  “Play immediately when this card is drawn…”

(b)  “When you are forced to discard this card…”

(c)  “If X on this card is greater than Y…”

(d)  “When randomizer is X…”

There are all interesting triggers and each certainly has its place in design.  I find (b) particularly interesting and have been mulling that one over quite a bit since reading Jayson’s comment.

Jayson went on to point out that many triggers could be modified in the negative case “If X does not…” which may be seen as a special case of the Critical Mass trigger discussed in the last column but is certainly worth keeping in mind nonetheless.

 

More Effects

Triggered card effects fit under the “when TRIGGER occurs, do EVENT” umbrella.  We have addressed five categories of effect so far.  Today’s blog expands our list to include game component effects and internal effects.

 

Game Component Effects

Obviously, card effects can be used heavily in card games.  But cardplay mechanisms can also be used as part of a larger game.  This opens up a world of card effect opportunities for the intrepid designer to explore.

Glittercats correctly anticipated this area with the comment “A lot of games use card effects to control non-card mechanics. So the card’s effect may be to move tokens on the board, or re-roll dice, or some other interaction with non-card components.”  Let’s take a closer look at the options this gives us.

 

Component Quantity

Card effects in a  board game could direct us to add components, remove components, move components, or swap component locations.  These effects will say things like

“…place a control marker in your weakest area.”

“…remove 2 voters from the most populated area.”

“…you may move all of your workers from the defeated area.”

“…swap the position of two adjacent racers.”

 

 

Component Condition

Card effects in a  board game could direct us to alter the components themselves.  These effects might say things like

“…advance the toxicity marker one level.”

“…you may immediately reroll one of your dice.”

“…refill an empty farm.”

“…flip a die over to its opposite face.”

 

Game State

Similar to component condition, our effects could change the overall state of the game.  We could achieve this by altering the topology of the game board, exhausting areas, refreshing areas, or even changing the odds.  These effects might look like

“…add +1 to all die rolls for the rest of your turn.”

“…add a map tile from the supply.”

“…remove a depleted mine from the board.”

“…open one gate.”

 

Internal Effects

BerzerkerUp to now, we’re focused entirely on outwardly-directed effects.  But what about triggered effects which target the card itself?  This ground has been well-trod by constructed deck games but what about applying these effects to other types of games?  These effects could have our players

“…give this card +1/+1.”

“…remove a timing stone from this card.”

“…untap this card.”

“…remove all enemies from this card.”

These were my other categories in the “when TRIGGER occurs, do EVENT” formula.  Next time, we begin combining triggers with events.  Which which games use which combinations best?  Come by Friday and find out!

What effects did I leave out?  If so, what were they?  What game trigger do you find most interesting?  What made you like it so much?  What game triggers do you dislike?  What keeps it from being more enjoyable?   Share with your fellow readers in the comments below.  And if you’re enjoying what you’re reading, create an account with WordPress and follow this blog.  You keep reading. I’ll keep writing.

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Triggered Effects, Part 2

The Story So Far…

Triggered card effects all fit under a general “when TRIGGER occurs, do EVENT” template. They can make a card situationally powerful.  They can give cardsets a mechanical theme.  They can create opportunities for counterplay.

Part one of this series identified six categories of trigger–Entrance, Tap/Untap, Exit, Acquisition, Revelation, and Damage to the Card.  I also pointed out that any of these effects could use the opponent as the trigger rather than the card holder.

I also challenged readers to identify any triggers I missed.

 

My Awesome Readers

Several astute readers took on my challenge, identified missing triggers, and shared them in the comments section.

ConspiratorJacob Titus Sanders pointed out that while I had discussed damage dealt to a card, I had completely overlooked damage dealt by the card.

studio228 suggested critical mass effects of the form “if you have 6 or more cards in your graveyard…,” or “if you’ve played three or more actions this turn…,” or  “if either player deals 12 damage in a single turn…”

Readers Rob and willbanalog pointed to resolution mechanisms–the “stack” for triggered effects found in M:tG and the immediacy of triggered effects in Marvel Dice Masters.

Regular reader, frequent contributor, and all-around spiffy dude Carl Klutzke remarked that triggered effects could be used to clean up otherwise wordy card effects.  Carl, we’d love to see a few specific examples from you.

Granite OniCarl also noticed that I’d completely omitted start/end of turn effects which is tragic when you consider how frequently such effects appear in the Sentinels of the Multiverse card game.  Reflecting on such effects, I might still leave them off the list however.  So many games which include start/end of turn that phases are commonly reserved for just this purpose whereas what I was hoping to address in this series are effects which are not so evident.  Of course, I did include tap/untap so maybe start/end of turn should be these as well.  there’s certainly something there to think about…

 

Approaching Effects

Triggered card effects fit under the “when TRIGGER occurs, do EVENT” umbrella.  Having taken a revised look at the variety of triggers that exist, we now begin a take on the other half–effects.

 

Victory Points

Many games keep score with victory points of one kind or another.  The simplest and most obvious effects then would say things like

“…gain 3VP.”

“…all opponents lose 2 VP.”

“…all opponents must give you 1 VP.”

 

Currency

If your game has an economic element in which items must be bought or sole, currency is another obvious effect.  Overt currency effects tend to say things like

“…you have 5 extra silvers this turn.”

“…each opponent must give you 1 coin.”

“…all your Shekels count double this turn.”

 

Endurance

Venerable MonkMost Constructed Deck Games (CDGs) are dedicated to survival.  Players of these games generally think highly of any mechanism which extend life.  Because some CDGs use the deck itself as a measure of life while others track life separately and the daddy of them all M:tG does both, these effects may be overt or covert and say things like

“…gain 2 life.”

“…all opponents lose 1 life.”

“…target opponent loses X life and you gain X life.”

“…shuffle your discard pile into your deck.”

 

Cards

warehouseFor many card games, the cards are a currency in and of themselves.  Gaining or losing cards can then be quite important.  Effects of this type might read like

“…draw a card.”

“…all opponents must discard a card.”

“…all opponents must discard the top card of their deck.”

“…draw a card at random from each opponent’s hand and add it to your own.”

 

Additional Cardplay

Sometimes it is not so much how many cards you have but how many cards you can play.  In these games, players would be quite enthusiastic about effects which give the opportunity to play more cards.  Cardplay effects read like

“…+1 Action.”

“…gain 3 green mana.”

These are the first five card effect categories in our look at the “when TRIGGER occurs, do EVENT” formula.  Next time, we go after the rest.  See you Monday!

What effects did I leave out?  If so, what were they?  What game triggers do you find most interesting?  What made you like it so much?  What game triggers do you dislike?  What keeps it from being more enjoyable?   Share with your fellow readers in the comments below.  And if you’re enjoying what you’re reading, create an account with WordPress and follow this blog.  You keep reading. I’ll keep writing.