I went to a GMG Playtest Event!

Probably shouldn’t have abbreviated that quite so much, but GMG stands for Game Makers Guild! If you haven’t heard of the Game Makers Guild, they’re a group down in Boston that provides a bunch of services for indie designers, including design help, curation, and also runs playtesting events.

I’ve written a fair amount about various playtesting events I go to, but this one was different because for once, I brought a game! (Okay, it’s not just me, it’s a game I’ve done at most 30% of the work for.)

Before I talk about my own game though, I want to talk about another game I saw there, called Rule the School.

Rule the School

Rule the School is an area control game by Alfred Septembre. Players are competing candidates in a school council election, and are trying to win by having their supporters most effectively placed to influence the outcome.

In this sense, it looks pretty straightforward, but the real fun bit is the action selection system. On each turn, one player draws 3 supporter cards, chooses 1 to keep, 1 to give to their opponent, and 1 to throw away. Then, they slot that supporter card into one of their actions, and the supporter they chose adds its effect to the selected action. Alfred described it to me as “slotting the key into an ignition switch,” and I really enjoyed it.

I don’t really have anything to say on Rule the School, other then to note that by the time I was playing it, I’d had 4 hours of sleep, been awake playtesting games for 8 hours straight, and Rule the School knocked me back awake. It’s just a very fun game, and I hope I get to play more of it in the future, whether that’s at PAX East Unpub, another GMG event, or somewhere else.

If you want to learn more about it, Alfred talks about the game a bit on his blog here, or on his instagram! Its really fun, and I hope I get to see more of it.

Anyway, now let’s talk about my game!

Welcome to Card City

I’ve been working on a game called Card City Critters for a few months now, co-designing it with Max Seidman. It’s something we’re calling a “live action collectible card game.” Let me explain how we got here.

I love collectible card games, of all sorts and sizes. Whether I’m talking about what I’m seeing at PAX Unplugged, playing One Piece for the first time, or throwing myself into tournaments for games I’ve only played twice, I love CCG’s.

But CCG’s also have a lot of a problems. From a player standpoint, they’re incredibly expensive in terms of both time and money. If you don’t have a local community for a specific game, it can be hard to find folks to actually play with.

From a design standpoint, there are a lot of problems, but they’re almost all outweighed by the billion pound elephant in the room: if you choose to make a collectible card game or trading card game, your product is competing with Magic: The Gathering. This is something that I view as a pretty bad idea, even if I respect those who choose to do it.

Still, I love trading card games. I love learning a system, seeing strategies I would never have thought of myself, opening booster packs for the first time, and just generally getting to experience all the weirdness and excitement of a new CCG.

So my question for myself was “How can I create an experience that lets players have all of those fun moments, but is also far cheaper, doesn’t require a long term commitment, and also doesn’t compete with big players already existing in the space?”

And while it’s a work in progress, Card City Critters is my and Max’s attempt to design that system.

Funspot NH – A Quick Review

For my mildly belated birthday, one of my friends put together a trip down to Funspot several months ago. If you haven’t heard of Funspot, it’s the “worlds largest arcade” according to Guinness World Records.

It’s an interesting place, both for the entertainments inside, and a secondary “vibe”. One of the first things you might see driving up is the electronic outdoor sign switch over from an image of Funspot’s mascot Topsnuf to the yet unanswered question “Who is John Galt?”

After arrival, if you need to relieve yourself and use the first floor bathroom, after exiting you may find yourself looking up at a large picture of Ronald Reagan extolling the virtues of video games for their values in training future pilots for the Air Force.

It’s an interesting tone.

I’m here to talk about the games though.

The Games

Funspot has several hundred cabinets, dozens of pinball machines, and just a general smörgåsbord of other types of arcades. I absolutely can’t review all of them, and I’m not going to try. Instead, I’m just going to section them off, and give my opinions on the various parts of Funspot.

Pinball

There are two general areas for Pinball, a set of old machines, and a set of standard more modern ones. Despite having a lot more machines, I think I generally enjoyed Capital Pinball‘s more.

A big part of this is because when the machine breaks, at Capital Pinball, I’d flip turn it off and on, and at Fun Spot, I’d have to find some exhausted looking employee to fix it, which might not necessarily happen. Two quick shoutouts on machines, first to Gottleib – World Series, the first Pinball machine where I managed to never even score a single point, and Joker Poker, a machine one of my friends quite liked.

Mini-Golf

There’s a self-serve indoor mini-golf area at $5 a person. It’s not the most inspired mini-golf I’ve ever played, with most of the holes being fairly basic straight shots or maybe only two bounces. There are no real gimmicks or super clever designs, but it’s perfectly serviceable, good for maybe one play through total.

Arcade Machines

There’s a lot of old arcade machines. I actually don’t have too much to say on these, as I probably spent the least amount of time on them. Old arcade games are fascinating to me from a technical and design perspective, but as gameplay experiences, I tend to find them a bit underwhelming. Also, a few of the ones I did try to play just kind of ate my money and didn’t start.

That said, my friends had a great time with Tetris and Smash TV.

Air Hockey

Air hockey probably the best token to fun ratio. There are three giant sheet metal air hockey tables, two of which mostly work. There are a few spots on the table where the air doesn’t come out, but overall, it’s Air Hockey. You smash the puck, try not to injure anyone, and just generally have a good time.

Skeeball

There’s a row of Skeeball machines, most in reasonably good shape. They’re an excellent place to watch an 8 year old just absolutely wing a chunk of plastic at the wall, an environmental storytelling explanation of the “Management reserves the right to limit players” sign. They’re a terrible place to earn tickets though, with a max of 10 for a perfect score. Overall, it’s Skeeball. You either know if you like it, or you spend a single token to find out.

Daytona

Okay, so this part was actually kinda cool. There were a bunch of Daytona machines, and they were all hooked up together. We had one bit 7 player game, and that was fun. Also, I got run off the road.

Ticket Counting Machines

Sometimes they count your tickets correctly! Sometimes they don’t. A lot of the time they break, and some kid in a high-vis vest has to come over, crack em open, and unstick the machinery. They still look super cool.

Prize Wall

I mean, it’s an arcade prizewall. It’s not great. I’ll be real here, I had slightly higher expectations from the “World’s Largest Arcade” bit, but like… not much higher. Maybe expectations is the wrong word, and I meant “hopes”. I had higher hopes for the Prizewall.

Like, you could have some Magic cards? Or maybe gold bullion. Instead, this is your general prize wall. There’s some candy, there’s T-Shirts, and there’s a few other things. But I think we turned like 40,000 tickets in 10 cups of candy and T-Shirt.

Overall Thoughts

Frankly, I’m a little underwhelmed by FunSpot. While the number of machines is incredible, the cost to play and ease at which things break was disappointing. I enjoyed getting to hang out with my friends (you were all awesome!) but I’d probably choose to bring folks up to Capital Pinball instead for my next birthday.

If I’m being honest, part of this is also the weird super-right wing vibe the place has. Maybe if it was a different time, I would feel differently.

Randy Pitchford Confuses Me

I don’t really understand Randy Pitchford. He’s one of very few gaming CEOs whose name I remember, mostly because every time a new Borderlands game rolls around, he decides to randomly pick fights with people on Twitter.

And every time I have to imagine that there’s got to be a better way to manage him than this. Surely Gearbox employees must be envisioning the same thing. They actually know him as a person, I’m confident they could come up with a good solution.

Perhaps a good solution isn’t even necessary.

Please do not feed the CEO.

I don’t even think he’s rage-baiting people. I think he’s just like this. If I owned a company, and it had just released a product with more crashes than I-93 on labor day weekend, I wouldn’t be randomly picking fights with people on twitter.

Sure, there’s the flip side of it, which is that this behavior is so clockwork at this point, that he’s just a staple of “games journalism.” He is for IGN and Kotaku what pandas and tigers are for National Geographic. If I worked at either of those outlets, I’d have alt-accounts to constantly taunt him, on the off chance that I annoy him enough to get a reaction I could screenshot and post to r/games and meet my view quota for the month.

I would be tapping the glass all day long.

Asking the Tough Questions

Every now and again, I come up with a Tough Question. I’ve put capital letters there on purpose, so let’s justify them before my editor removes them. A Tough Question is differentiated from my other musings by the following criteria.

A Tough Question:

  1. Has an answer that can either be known with currently available technology, or is known by someone.
  2. BUT, cannot be answered by me, or any “general” individual, without either insane amounts of effort, money, or some combination of both.

As an example, “Does Hidetaka Miyazaki [director of some of the Dark Souls games] actually have a thing for feet?” is a good one. I was going to put a picture here to demonstrate the weird frequency with which models in From Software games have rigged and properly modeled feet. Then I google “Elden Ring feet” and instead of a finding a poly mesh with rigged images, I found other things.

As such no images will included.

In this case, Miyazaki knows if he likes feet, but I’m never going to get a chance to ask him about that.

Another one was “Do manga authors die young due to stress?” This one seems like it would be fun. But then you learn that many authors have schedules that allow for only 4 hours of sleep per day, and nothing but work. Then 20 minutes later you get into the weird shit, and end up realizing that Japan’s criminal justice is kind of a joke. I also learned that life expectancy doesn’t mean what I thought, and before long you’re completely in the weeds, and have no good way of answering the question whatsoever.

Anyway, I actually did have a point with today’s writeup, so here’s today’s Tough Question.

“Why is it that Bandai can design, publish, and presumably make money off of producing multiple TCGs?”

Between Gundam Card Game, One Piece Trading Card Game, and the Digimon TCG, it seems like all of these products would presumably be competing with each other. At least a little bit.

But they don’t seem to be! All of these games exist, all have their player base, and all were popular enough in Japan to localize into the US.

All of which is to say, someone out there understands this enough to understand why it is a solid financial decision, and could presumably tell me!

But they won’t.

Card Game Resource Systems

It’s Tuesday, I haven’t been playing anything new recently, and I need something to write about this week because breaking a habit is the killer of goals.

So today I’m just going to be rambling about resource systems in card games, mostly collectible card games. Also I’m going to be focused on what I’m calling primary resource systems: the resource generally used to take actions in the game.

Yes, life and cards in hand are resources. They’re not what we’re talking about today.

I’m going in roughly chronological order of game release date, and I’m only going to cover games I’ve played. I’ll quickly explain the mechanic, I’ll give my opinion on in, and I’ll move on.

All that said, let’s get started with….

Ancient Era

Yes, I could have called it something else, but all these games came out over 25 years ago, and I want to cause my editor pain.

Magic: The Gathering – 1993

As the oldest card game on this list, Magic is an undeniable influence on pretty much everything else, either mechanically or thematically.

Its primary resource system is lands. Lands are a card type that go into the player’s primary deck, and they can play a single land each turn. Lands are turned sideways to use them, and at the start of a player’s turn, all of their lands refresh. Cards have costs, and using a land pays for 1 unit in a card’s cost, so on your second turn you can play a card that costs 2, or two cards that cost 1, etc.

They are also deeply flawed. You don’t have to take my word for it on that one, because once we get to the “modern” era of card games in this list, it will become clear that every card game in the last 10 years started with someone looking at lands, and going “Yeah, no, we’re not doing that.”

The problem with lands come in three parts. First and second, because lands are in your main deck, players frequently draw too many lands, or too few lands, and both result in deeply unfun games; games where you have no real cards to play, or don’t have enough lands to play real cards. Third, because lands are one (or sometimes more) of the 5 colors you need, sometimes you’ll have the right number of lands, but the wrong types.

That said, the invention of lands as resource trackers and “1 a turn” escalation element works neatly, and leads to every future game trying to copy them.

Pokemon TCG – 1996

Of course, with Pokemon, we’re not in that modern era yet. So instead of a good clean fix for lands being in your deck, Pokemon has energy. On the surface, energy is similar in a lot of ways to lands. Like lands, they don’t do anything else, they start in your deck, and you can only play one a turn.

However, unlike Magic, most cards in Pokemon are “free”to play. It’s just that the Pokemon themselves don’t do much until you have enough energy to use their attacks. Pokemon also has a lot more card draw than Magic, so getting stuck with clogged hands is rarer (but still happens).

As a result, instead of an escalating resource pool, energy is more a set of thresholds that can be manipulated and protected. Plus, if the Pokemon that the energy is attached to is knocked out, that energy is lost. And you can still only play one Energy per turn.

I do think it’s worth noting that TCG Pocket, the mobile friendly variant of the Pokemon TCG released in 2024, got rid of energy.

Yu-Gi-Oh – 1999

The last pre-modern game on this list, Yu-Gi-Oh’s primary resource isn’t a land equivalent. Instead, I’d consider it to be a combination of “cards in hand” and the single “normal summon” a player gets each turn.

This gives it a distinctly different texture from pretty much everything else on this list. While many of the games here have a sense of slow pacing and escalation, anyone whose played any Yu-Gi-Oh in the last 5 years will be aware that it has the gentle pacing of a rail-gun combined with a roller coaster.

Frankly, as a resource system, I don’t like it very much. It does give Yu-Gi-Oh a very distinct feeling from everything else, but it also means that sometimes games are over before you even get to take a turn.

Middle Era – 2010 to 2016

Is this an arbitrary grouping? Yes. Will that stop me? No.

Force of Will – 2012 (Japanese Release)

And so we reach the first semi-modern game on the list, and the start of attempts to fix the land problem. While it emulates magic in color and card types, one thing it doesn’t do is copy land. Instead, all of your Magic Stones (lands) go in their own separate deck, and whenever you need to play one, you just pull one at random out of that deck.

This solves 2 of the 3 problems with lands, but doesn’t solve getting colors that you don’t want.

Still, it’s a start.

Hearthstone – 2014

Hearthstone, being a digital game, has a lot of tools that other card games don’t. One of those is perfect tracking of game state. It uses this to get rid of lands completely, and replace them with mana. You get one mana crystal per turn, you spend mana from them to play cards, and they refill at the start of your turn.

It’s a perfect replacement to the land system, but one that’s a bit tricky to actually copy into paper because it’s a huge pain to track, as it requires using something other than cards for maintaining game state. Not a problem in a digital game, bit of a pain in a non-digital one.

Modern Era

Hey look, we’re finally trying to fix lands.

One Piece -2022 (Japan Release)

It feels weird to me that One Piece has technically been around longer than everything else on this section of the list, mostly because I just started playing it, but whatever.

One Piece’s primary resource is DON. It’s actually very good. Each player starts with 10 DON cards in their DON deck, gets 2 additional DON after the first turn turn, and it also has a secondary mechanic where it can be used as a basic pump spell for characters you have out. Oh, and because you get two a turn, but the total number is capped, the game has some neat space to play around with making cards “cost” putting DON back into the DON deck without feeling as bad as losing a resource would in other games.

It’s great, and I have no complaints, except that I might have called it something else.

Gem Blenders – 2023

Ah, Gem Blenders. Gem Blenders is a bit of a weird one to start with, and unlike most of the other stuff in the Modern Era, it isn’t using a land replacement style system.

Instead, it’s back to Pokemon’s energy system (but called gems). Except now instead of thresholds for attacks, they’re thresholds for evolution. It’s a bit too entwined with the rest of the game’s systems to concisely comment on, but I will note that the game does have the same problems as Pokemon does. A bit better than lands, but not much.

Disney Lorcana – 2023

Lorcana’s primary resource is Ink, and much like the next two items on this list, it’s going to solve the land problem by making everything a land! Well, mostly everything. Instead of a 1 per turn land system, Lorcana lets you put 1 card per turn facedown into your inkwell.

But not all cards! Only cards with a specific border. To simplify things, this pretty much just means that all cards have a flag for if they can be played as lands or not, with more powerful cards lacking said flag, as a mechanism to make them more painful to dead-draw.

It’s a perfectly fine system.

Altered – 2024 / Star Wars Unlimited -2024

Both Altered and Star Wars Unlimited use effectively the exact same system, so I’m just gonna group them together. At the start of the turn, both players draw two cards from their deck, then can choose to put one card from their hand into their resource pool.

Again, another pretty straight forward system that tries to solve the problems with land.

Gundam Card Game – 2025

Gundam uses a system similar to One Piece, with each player getting a single Resource card per turn from a Resource deck. That said, it does have one small twist in that cards have both a resource cost, and level requirement. This means that a card with a Level of 4, and a cost of 1 can be played for 1 resource, but can’t be played before you have 4 resources in play (Usually turn 4).

It’s not my favorite system to actually play with, but it’s a functional one at least.

Wrap up, and some thoughts.

I opened this article with a discussion of Magic: The Gathering’s resource system, and I think that pretty much every post-2010 card game resource system can be seen as an attempt to fix the three big problems with that system.

To recap, those problems are:

  1. Not drawing resource cards when you need them.
  2. Drawing resource cards when you don’t need them.
  3. Not having the right type of resource cards to play cards.

Through this lens, we can see that there are two main fixes for these problems:

  1. Every card is now a land! (Lorcana/Altered/Star Wars Unlimted)
    OR
  2. Lands are their own special deck! (Force of Will/One Piece TCG/Gundam)

These are better systems, but the one thing we lose is the element of multi-color decks, and I don’t actually know anyone who has tried to fix that yet.

Anyway, happy Tuesday. I’ve spent close to two hours on this now. I’m gonna go get some breakfast.