This is a re-post of Travis’ article from last week. We had issues getting the format right so it was originally posted as a PDF. See it below as a regularly formatted article. You may now leave comments below!
I posed a question on the Cactus Game Design Message Boards a couple weeks ago.
“I am thinking about writing an article for LoR that talks about how a set is priced and what the first month (pre-orders and sale) has looked like and where the value of CoW cards seem to be headed. Would there be any interest in that side of things?”
After I saw that there was interest, I began to put together the statistics for Cloud of Witnesses and in so doing, became very curious about how other games accomplish a similar task. The following is the product of experience and research; being largely borrowed and adapted from articles I have found on this topic online. If you need to, grab a glass of water and get comfortable: this post is a long one but it’s a good one, and well worth the read.<!–more>
If you’re familiar with other CCGs then you’re aware that most use some kind of cost system as a way to build up resources as the game progresses and to balance the power level of cards. Some use energy, mana, or coins as a means of paying a cost to play your cards. One of the things I liked about Redemption when I was first introduced is that you could just play your cards. The game doesn’t have a cost system. Or does it?