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 1

Developing the microgame Duel has me thinking quite a bit about triggered card effects.  These effects all fit under a general “when TRIGGER occurs, do EVENT” template and they open up some interesting design options.  They can make a card situationally powerful.  They can give cardsets a mechanical theme.  They can create opportunities for counterplay.

I set out recently to codify the types of triggered effects that exist in Constructed Deck Games–Magic: the Gathering, Pokemon–in deckbuilding games–Dominion, Marvel Legendary, Trains–and in card drafting games–Fairy Tale, 7 Wonders.

Today’s column will focus on triggers.  We will discuss event types next and wrap up this series by doing a bit of mix and match to see what we get.  We’ll attempt to identify which combinations work best by game type and which do not.

Entrance

Warren PilferersYour card’s effect may be triggered by simply coming into play. This is particularly beneficial to the CD designer since entrance triggers give players opportunities to exploit timing.  Common phrases indicating an entrance trigger read like

“When you play this card…”

“When this card enters play…”

“When this card enters the battlefield…”

Tap/Untap

WerewolfA card already in play may be turned or flipped to cause an effect. M:tG introduced this concept and it has continued to receive lots of love in the world of CDGs.  We have seen variations on this theme outside the world of CDGs as well. My personal favorite instance of this appears in Satoshi Nakamura’s Fairy Tale. Cards in Fairy Tale can be flipped upside down which in turn takes them out of play. Common phrases associated with this trigger are

“Exhaust this card to…”

“Flip this card to…”

“When this card untaps…”

Exit

Festering GoblinYour card’s effect may be triggered by leaving play. M:tG players refer to these as “death triggers” which seems pretty reasonable when you consider that the M:tG discard pile is called the “graveyard.”  Common phrases indicating an exit trigger are

“When you discard this card…”

“When this card goes to the graveyard…”

“When you trash this card…”

Acquisition

mandarinYour card’s effect may be triggered when you acquire it. Deckbuilding games use this mechanism frequently.  I’m not sure how such an idea would work into a traditional CDG but it would be an interesting challenge to take on.  Common phrases for acquisition triggers are

“When you purchase this card…”

“When you gain this card…”

Revelation

Your card’s effect may be triggered by revealing it. The VS CDG system made excellent use of this trigger in its resource line. Common revelation trigger phrases are

“When you turn this card face up…”

“You may reveal this card to…”

“When this card is exposed…”

 

Damage

BerzerkerYour card’s effect may be triggered by damaging it. Fantasy Flight’s DBG Rune Age featured cards which triggered when damaged, even those that Hulked Out by getting stronger when damaged. Common phrases indicating a damage trigger read like

“When this card takes damage…”

“If this card is wounded…”

“When this card becomes stressed…”

 

Opponent

Any of these triggers could be extended to your opponent as well.  Put “when your opponent…” at the beginning of any other trigger to get

“When an opponent reveals a card…”

“When your opponent plays a monster…”

“When another player gains this card…”

 

Closing Thoughts For Now…

Are there any triggers I missed?  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.