A look back at the GGC version cards part 1.
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While play testing Agency I got the idea to look at the cards showed at Gotland game conference and explain my reasoning behind the card, share fun information behind the card and see if it was good or bad in the end. So in no perticular order: The original idea of “And Now You Don’t” was it were suppose to be the second part of a two card part combination. The first card “Now you have it” where suppose to let both players to draw cards and let a player to play “And Now You Don’t” in order to pick whatever card he or she wanted from the opponents hand.”Now you have it” where drop early in the project in order to save time.
A couple of things changed with this card during development. First the player who played it did not draw a card and where able to choose any card from the opponent. This was to powerful and where later changed to take a card at random. Later wired interactions were created if a player had nothing on the hand, so the card changed once more to draw 1 card in order to solve that problem.
People that have played this card have mostly liked it due to it random factor that allows to hit something really good, or something bad. This card have also been a good way to remove Null cards from the deck.
In the end, the card is fun to play with, but sometimes it can be a bit random.
I have mention this card before, however I still stand that this is my favorite card in terms of how it is designed. This was also the card that brought the term Unique (You may only have 1 copy of this card in the deck) to the game.
The main idea behind this card is to allow players to remove key cards from the opponents deck from the game. However since the deck is such a zone that can be easily accessed , the card needed to have a potential drawback added to it.
In the end “A Shot in the Dark” worked as it was intended to do, while not breaking the game as its earlier iterations did.
The original idea of EMP had nothing to do with Gadgets or Stealth cards. EMP where designed to limit the amount of cards the opponent drew when it was played. The idea was later used in a another card. It was changed to interact with gadgets since the name and art would have a better connection to what the card did, as well to have at least one card that had a interaction with Gadgets. Stealth was added later on to the card. This card started up as a action card, but changed to a stealth card when it was discovered that its effect would work better as a trigger effect. EMP was one of the last cards to be completed for the game. People who played with it were split about its usefulness as sometime it would be very powerful while other times nobody would care about it. In the end I believe that the card where balanced and useful. Its role is very clear (anti gadgets and stealth) and it is possible to play around it. However I do also believe that EMP is one of the few cards that needs other cards to be good. Fair Trade original text was: “Both you and your opponent gains a Resource 2 card. You may buy a extra card this turn”. This was dropped since its effect helped the opponent too much for what you got in return. Instead the card where changed to a card that allowed the players to perches a card in a tactical way. The main idea of the card is to use it to plan out what card the player could use to the next hand. This also allows the player to play with the bought card earlier since it the card did not have to go to the discard before being shuffled in to the deck. The result of this card is that it can speed up games, if used correctly. Fair trade works as intended and creates situations where the players have to think of what they want to buy for the next hand. “False Money” was one of the first Stealth cards created for the game. Its role was to punish opposing resource strategies by increasing number of resources for one turn. An standard strategy was to get two “False Money” early in the game. The card did not undergo much change since it worked as intended and allowed players to play stealth strategies. Thats all for now. I will be back in part 2 where I will discuss the most broken card created. Until then Nest invader in the sky //Marc |



