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Minecard
 
  Oct 5th 2025 7:34pm
 
 
I have a weird fondness for the game mechanic known as "worker placement" -- a system in which there are several actions available on a shared board, and players claim these actions by sending "worker" pieces there, but you can't send a worker to a place that somebody else has already taken, until the board is cleared and the process starts over. I like how this results in games where there is competition between players, but it doesn't come from people attacking and destroying each other's work; rather, it comes from players maneuvering around each other and adapting their plans when key opportunities get taken by other people.

This informed the kind of game I wanted to make for this battle.

1) I wanted it to have a worker-placement mechanic, and more specifically, one where it matters not only which spots have been taken but also where they are on the board.

2) However, because the entries to this battle needed to be self-contained apart from common game elements, I wanted to keep components to a minimum, in part by building the game board out of a deck of cards.

3) Once I had those two principles in mind, I decided the easiest way to interpret a deck of cards as a worker-placement game was to make the suits into resources: if you send a worker to the 4 of diamonds, you get 4 diamonds!

4) Finally, I also like when games have little randomness in gameplay, but lots of randomness in setup, so that the game is strategic but also different every time you play. So, on top of the randomly-dealt board, I designed a bunch of different buildings you could construct with those resources, with the idea that only a subset of them are available in any given game.

I did end up biting off more than I could chew with this game (as this wasn't the only entry I was involved with) so it hasn't been tested thoroughly, and I make no guarantees that all of the buildings are balanced. If you do happen to play this and you find that one of the buildings is way out of line, let me know!

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225643
Level 28 Chipist
agargara
 
 
 
post #225643 :: 2025.10.08 10:36pm :: edit 2025.10.08 10:36pm
  
  Lasertooth liēkd this
Unfortunately won't have time to playtest this myself, but I did some mental simulations, haha.

Very cool idea to turn normal playing cards into a resource gathering game!

The rules were easy enough to understand and imagine. Every time I tried to think of a possible problem with the game, I saw it had already been addressed by the rules, so good work!

One thing I could foresee being somewhat confusing is trying to keep track of which building does what. They are represented by icons so you can just look up to see which building each icon represents, but I think trying to keep track in your head of many different buildings could get a bit mentally taxing. However I bet skilled players would like that level of complexity!

There seems to be a good amount of strategy involved in trying to block your opponent from getting specific resources. If you see them going for a particular strategy, you can block them via miners or even build a building on top of a resource they want to permanently block them.

It seems like it's usually preferable to mine cards in the middle, so you can block 4 other spaces from your opponent, although this might not always be the case if there's a particularly valuable card on the edge.

Late game I expect the board will be quite crowded and choices to be quite limited. Could be frustrating, but this somewhat mimics real life ... ;)

Lovely clean design to the rules and the graphics.

Hope I can play this someday!
 
 
225656
Level 20 Chipist
Stupe
 
 
 
post #225656 :: 2025.10.09 7:58am
  
  Lasertooth liēkd this
the lineup of building types is really clever and amusing
 
 

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