Cycle Deck Engines: Difference between revisions
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[[Category:To be Published]] | [[Category:To be Published]] | ||
[[Category:Staffan's current workpage]] | [[Category:Staffan's current workpage]] | ||
'' | ''A game engine built around being able to go through as much of a deck as possible.'' | ||
This pattern is a still a stub. | This pattern is a still a stub. | ||
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[[Deck Building]] | [[Deck Building]] | ||
[[Combos]] | [[Combos]] | ||
[[Cards]] | |||
[[Decks]] | |||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
Revision as of 16:06, 26 July 2016
A game engine built around being able to go through as much of a deck as possible.
This pattern is a still a stub.
Examples
Anti-Examples
optional
Using the pattern
"snurr-lek", Dominion, Spider-man decks in marvel
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Rather obvious, a Cycle Deck Engine is an example of a Gameplay Engine.
Relations
Can Instantiate
Can Modulate
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Can Be Instantiated By
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Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created in this wiki.
References
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Acknowledgements
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