notes-games-deterministicFairCcg

In many CCGs (collectible card games) there is an influence from the external world in terms of the cards that each player brings to the game. How could we make this fair? Some ways:

In many of the above methods, a 'remove cards from merged pool' phase could precede the phase where a merged pool is divided into personal pools. This could allow all players a mechanism to 'veto' cards and sets of cards which are so complex that they fear that the player who brought the card may have some secret understanding of the cards' strategic implications. When any player chooses to veto a card, each other player then gets to veto a card, until no players wish to further veto. Note that some players may (ab?)use this to reduce all games that they participate in down to a well-understood game (eg only 3 cards per deck, all of which the player is familiar with), perhaps even a game that the veto-ing player has 'solved'. Provisions should be made for what happens if the pool is vetoed down to zero. Note that penalities or limits to prevent a player from vetoing the last few cards invites other players to show up with a deck consisting only of many repetitions of one very complex card that only they understand.

Note that in many of the above methods, 'deck' and 'pool' could be replaced by each other, and methods which talk about 'decks' could instead be used to create 'pools' from which each player subsequently secretly builds their own deck. Building decks after pools allows (a) skill in deck-building to be part of the game, and (b) potential surprise from the other player(s) about which cards from the pool were chosen for the final deck

Note that if we use a completely fair system, then there is no longer any need to rely on a central authority to certify that cards are not too powerful, and we can then allow completly custom cards ('proxy cards'/'constructed cards'). Note also that in this case, care must be taken to make sure that who goes first is also fair, because someone might bring a deck with only cards saying 'whoever plays this card wins'.

Also, how could we make the game deterministic? The basic non-determinism in most card games is card drawing, so instead let each player choose the next card to be drawn (either the same player who is 'drawing' the card, or their opponent).

Note that some of these methods force the complete or partial contents of each deck to become public.

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Some mechanics found in some CCGs:


so, if we have a deterministic, fair, open CCG, where anyone can create cards, can we still have collectible cards? In this case, collectible cards do not make the game unfair, but they might add to the fun.

the blockchain can be used to record the ownership of cards.

but what gives cards value?

The blockchain, by recording the previous ownership of cards, can authenticate that a given card was created by a given entity, sort of like a 'signature' on a work of art that gives it value.

We could have the creation of each card have a 'cost' in terms of some underlying valued currency, like Bitcoin. But this doesn't support a card value over the 'creation cost' value (cards would not themselves act as a currency because they are not fungible).

A community of players who wants cards to be collectible could recognize the authority of one or more game balancing/card authorizing authorities. These authorities would only authorize certain cards for play. If they didn't like collectible cards they might authorize cards according to their properties, but if they like collectible cards, they might only authorize SPECIFIC INSTANCES of cards; ie if you clone an authorized card, your clone is not authorized, because it is an unauthorized instance. Again, the blockchain provides a lineage that keeps track of specific instances. So, anyone can create their own cards, but these new cards are not necessarily authorized by the authorities.

What would authorization mean for play? Well, some communities might want to ONLY play with authorized cards from a single authority. This, however, would prevent all play with self-created cards, as well as the simultaneous usage of cards authorized by multiple authorities.

Therefore, other communities might want to make rules such as, any card authorized by a recognized authority is ALWAYS accepted into play; other cards MIGHT be accepted, but might be able to be vetoed by the other players according to some veto procedure. This gives more value to authorized cards (any effort spent understanding the strategic import of an authorized card that you own is well-spent, since that card will never be vetoed if you introduce it into play), but still allows each player to create their own cards. This also improves gameplay by preventing other players from vetoing all but a handful of cards for which they have conclusively solved the strategy.

Of course, a player could be a member of more than one community, so in practice the meaning of authorized cards is context-dependent. I suggest that many players will sometimes play any-authorized-card-allowed, and at other times (especially in tournaments, although i imagine there will be both kinds of tournaments too) play only-authorized-card-allowed.

To get things started, the game software creator might want to set themself up as an authority and issue cards without any artwork or story text or interesting titles, just raw properties and utilitarian titles; encouraging competition from other authorities who provide more aesthetically pleasing cards.

Authorities can also delegate; for instance, the game software creator might run an authority that delegates to other card creators who are trusted to balance the game, provided they pay a fee. In fact, the software could support a special delegation mode that only delegates the right to change nonessential characteristics of existing cards, eg to take a card created by the parent authority and then add or re-do artwork, title, and story text. This allows an authority to delegate to an artist without trusting them for game balance.