I've noticed that, of all mechanisms, a surprising number of people have a strong dislike of deck-building games. Other mechanisms don't seem to get the same hate, and I can't put my finger on why.
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Replying to @Drawnonward
I think it's more a reaction to the avalanche of mediocre deckbuilders that came after Dominion and hasn't completely ended. You have things like the Cerberus system that gets reskinned with different IPs. That does not help.
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Replying to @gamesbymanuel @Drawnonward
I will apologize first for a moment of fanboy: this is one of the reasons I really enjoy the twist you put on deck building in SUPERHOT. It draws from the principle concept (small weak base of cards, building to a better set) but poses better questions when doing so. 1/2
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I am guessing the biggest downside to Ascension-like DBs is that the randomness in the market dictates strat in a way that limited player agency. Star Realms for example usually comes down to only a couple basic approaches, and mostly just due to how the market shuffles out.
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Replying to @mori57 @Drawnonward
Thank you Jason, I really appreciate it. :) I do think a "river"-type market can be used to generate surprises but too many games quickly turn very mechanical, where the right choice for you is so clear, it almost feels the game is playing itself.
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Replying to @gamesbymanuel @Drawnonward
Thinking about it more, another interesting approach is found in Palm Island. The three cards act as a mini market, but you’re getting thinning and building at the same time as you use resources to “buy” upgrades to your cards for the next cycle/round.
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That's true. I'm not sure it counts as deckbuilding since your deck stays the same size throughout but it is a very clever engine building system.
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