TCG Design: Combat - Part 2 - The Big 3 TCGs
Magic's combat system may have a problem with stalls, but how do other TCGs get around this problem, and what other problems can these games face? A continuing discussion about how the base rules of a game influences its individual card design and overall game pace. Starting to get a bit nervous looking at my resolutions - I've been averaging a video every three weeks, rather than the target of roughly one every two weeks. On the plus side, I've got a ton of scripts already set out for the future, and I've been playing plenty of other games to get even more perspective on game design in general (also, TFT is addictive, send help).

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Magic the Gathering's Secret Advantage - Multiplayer

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3 TCG Mechanics Someone Should STEAL!

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Deck Size in TCG Design

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Budget/Beginner Friendly Insect Typal Commander Deck Tech| The Bugs Are Back In Town | MTG

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What is POWER CREEP? (And How to AVOID IT!) | Game Design

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Theory 301 - Randomness in TCGs

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I Designed the Core of My TCG… and It Broke Everything (Spellpatch #4)

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The Evolution of TCG Resource Systems

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Red Flags When Making A TCG | Talk TCG

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Duel Masters and Magic - A Comparison of Differences in their Rules Systems

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The Most Loved TCG Mechanic Designs | TCG R&D

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TCG Design - Why is 5 colours so common?

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The Most HATED TCG Mechanic Designs | TCG R&D

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TCG Design Log 3 - Life: The Little, Subtle Mistake

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UNMIXABLE ATTRIBUTES!! The Seven Deadly Sins of TCG Designs Part 3

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TCG Theory - The 1-Cost Problem

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BEST and WORST TCG Resource Systems | Talk TCG

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Duel Masters and Magic Part 2 - Continued Comparison

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