Bring Your Own Cards Game

Join over 2,000 readers who are making game development more fun!

I made a new card game for you to play! This is ALL-CARDS, a competitive storytelling deckbuilder for two players where you can use any cards you want. There are no official cards, no booster packs, no starter sets. ALL-CARDS is compatible with all trading cards, sports cards, tarot cards, even postcards, as long as the cards are all the same size and can form a deck. In ALL-CARDS, you build a deck of cards, then take turns placing those cards to make a story over the course of six rounds of scenes. You develop the story collaboratively, but play your cards strategically, because the player with the most Triumph points at the end of the game determines how the story ends!

šŸ’¾ The ALL-CARDS beta is free to download! (PDF Format)

šŸ“ If you’d like to leave me player feedback (or reader feedback, if you don’t have a chance to play), I’d love to hear from you!

šŸ“• If you’re at Gen Con next week, reply to this email and I’ll hook you up with a print copy. I made a short run of 50 to give away at the show. And I sprang for a matte cover, because I’m (Steve Martin voice:) a mildly classy guy!

I was going to put the beta on Itch, but after they just indiscriminately delisted NSFW and LGBTQ+ content due to pressure from right wing activists and their credit card processor, now I’m not so sure. Itch is an important pillar of the indie game ecosystem. They’ve been good stewards in the past, but maybe this is their heel turn, especially given that they’re withholding funds owed to the creators they delisted.

ALL-CARDS was born from a problem I have, which is my love of trading cards. I love buying packs of retro non-sports trading cards, from ALF to U.S. of ALF to non-ALF cards. It started when I was a kid with baseball and basketball cards, then in middle school it became Magic the Gathering and Overpower. By late high school, I grew out of trading cards, and they became room clutter. My mom gave away most of my collection, but I did hold onto a box of cards from those days, and not just for sentimental value. More on this in a moment.

Trading cards is an awkward hobby. You buy the packs, open them, get a momentary jolt of serotonin from seeing what’s inside, and then… what do you do with them? You can put them in a box or a binder with plastic sleeves, which I have. But it’s rare I ever open that binder and say to myself, “Wow, my worthless Beverly Crusher trading card sure is well-preserved!” Trading cards have very little utility as objects. If you collect comic books, you can read them. If you collect sneakers, you can wear them. If you collect America Online CD-ROMs, you can become a superhero and fling them at criminals like Batarangs.

Trading cards don’t really have a purpose outside of owning them. I tried to give them a purpose in my life by starting a podcast where I opened trading cards with comedians. The show lasted a year. It was fun, but it was a lot of work and I didn’t become Marc Maron for Topps-heads. However, even after the podcast ended, I would buy packs of trading cards when I saw them at indie bookstores or comic conventions. At one point, I had a stack of unopened packs near my desk. Why wasn’t I opening them? Why would I buy them if I wasn’t planning to open them? What would I do with the cards after I opened them? I didn’t know what to do.

Then I had this idea. What if my trading cards were part of a game?

Card games and board games live on my shelf forever. As my artist and game designer friend Shing Yin Khor brilliantly observed, people buy games for the option of playing them. How many gamers have titles in their vast Steam library they’ll never play? Or board games on the shelf they’ve never cracked open? I’m definitely guilty of both, but possible utility is still utility. When cards are components of a game I might play someday, then I keep them for a long time with no second thought. Case in point, the box of cards I kept from my childhood are old decks of Magic, Overpower, and a few scattered cards from Illuminati (a game about conspiracy theories from the 90s that either predicted the future, aged very poorly, or borth). Someone might come over to play Overpower someday. Someone, besides myself, might remember what Overpower was someday!

So I began developing what would eventually become ALL-CARDS, as a way to justify purchasing old trading cards to myself. But I also realized the concept was nicely anti-capitalist, too. Players could use cards they already owned, that were gathering dust in a shoebox under the bed. The game would give new life to old objects, rather than insist the player purchase new stuff as a gateway to entry. Granted, I enjoy playing TCGs, particularly how new cards can change the strategy of a game radically. But I’ve seen people get addicted to the collecting and buy more packs than they can afford or store in their apartment, so offering an alternative felt like it could be a lifeline to some players.

When a friend asked me how ALL-CARDS would make money without custom cards, I laughed. Not derisively. More like, “Oh yeah, money, lol.” ALL-CARDS was never going to make me rich or well-known. That was my ambition for the games I spent years pitching to publishers. This was a different sort of project. Though I’m entertaining the idea of doing a micro crowdfunding campaign for Zine Quest next year to fund a healthy print run and nice artwork, but that’s the extent of my ambition for ALL-CARDS. I’m also considering a Creative Commons / OGL license, so people can create and publish their own custom versions of ALL-CARDS.

The game evolved considerably through playtesting. In my first pass, the game was called Pack Attack. I tried to turn all trading cards into a traditional strategy combat TCG, like Magic or Pokemon, where cards have unique effects when played. I played around with a card’s color and/or the first letter on the card being tied to an ability on a chart. The card’s effects would also change depending on where they were placed on the table. So, I could play Rizzo the Rat, which would have the ability “Revive” to revive a fallen hero, and if Rizzo was in a central position, the card had +3 energy, meaning it could repeat its ability three times in a turn. As you can imagine, this design got confusing fast! In practice, play required looking at a chart every single turn to remember what the cards actually did.

Amanda made a great point about a third of the way through our playtest of Pack Attack. She noted that in a deck where you had Batman villains, Muppets, and Simpsons characters all together, maybe I was driving past the fireworks factory with this design. She wanted to know the story of why these disparate characters were all together. In a normal TCG, this wouldn’t be a question. All the Pokemon are from Pokemon. Problem solved. But my game had a narrative dissonance that I immediately recognized was its greatest strength.

My next pass was called Legends of the Pack. Instead of a combat strategy game, Legends of the Pack would be a two player storytelling strategy game. Players would start by creating a deck of any cards. Those cards would be sorted into one of five main categories: Characters, Settings, MacGuffins, Actions, and Twists. The five card types each had their own distinct effect, which was a lot easier to remember for playtesters than 26 abilities on a chart. Every player’s deck would have characters – from Spawn to Darryl Strawberry – one of whom would be the Main Character of their story. The two players declare opposing story goals, making one character the protagonist and the other an antagonist. Every turn, players got to play cards to either help their main character or provide obstacles for their opponent’s main character, to create a story with conflict in every scene. The winner controlled the ending!

This new game went over great with playtesters. I brought it to the IndieCade Symposium and players had so much fun creating stories together at the table, while at the same time enjoying the competitive thrill of trying to win the story. The aspect of the game I struggled with the most after that was the name. Legends of the Pack felt too much like a fantasy game about wolves. This is a game that can incorporate any character in any genre, so I needed a name to reflect how expansive the concept was. I think the name came to me when I was remembering those old basketball cards I had, particularly a series I owned from a 90s all-star game. All-Stars. ALL-CARDS. All cards are now playing cards. It must’ve been my sixteenth name, but it was the one that stuck.

In order to playtest the game, I finally opened the stacks of wrapped pro wrestling and Wacky Packages cards on my desk. If nothing else, that alone makes me feel like ALL-CARDS is a success.

šŸŽ² Your Turn: Do you agree with my super hot take that trading cards is a weird hobby? What are your hobbies? Do you care whether your hobbies have any utility? I love hearing from you! Reply directly to this email or tell the whole world by hitting the orange button below.

āœˆļø I’ll be at Gen Con next week, so I’m taking a week off from the newsletter. See you in your inbox in two weeks!

Geoffrey Golden is a narrative designer, game creator, and interactive fiction author from Los Angeles. He’s written for Ubisoft, Disney, Gearbox, and indie studios around the world.

7 responses to “Bring Your Own Cards Game”

  1. Truly

    YES! Finally a use for my gulf war trading cards besides looking at them and clucking disappointedly

    1. You can put your Norman Schwarzkopf card back into battle!!

  2. Sightless Scholar

    I did own some starter/theme/structure decks and a few booster packs of Pokemon, Digimon, and Yu-Gi-Oh cards back in the day, but between the cost of booster packs and having no one to play with, the appeal did wear off pretty quickly, and I never bothered with any of the other TCGs that were marketted in the US beyond the occasional promo card in Viz’s version of Shonen Jump and watching some of the tie-in anime meant to be thinnly veiled commercials… Shame the sequel to Pokemon TCG GB never saw official release in the US and that that was as far as spin-offs based on the TCG went for a long tine(I think the next one was for 3DS, but even then, I understand its more of a tutorial to the physical card game than a proper simulator, and being a fan of single player experiences, what I want is an RPG where conflict plays out through the card game, not just a play randos over the internet simulator… Also kind of regret I never picked up any of the Yu-Gi-Oh games, though I did play a fan-made simulator with crudely drawn fan art back in the days before the US got the Battle City saga of the anime.

    Also had some of the Topps Pokemon cards and before Pokemon introduced me to the concept of a trading card game, I had some trading cards based on Cartoon Network in the days before they started producing original content… and I was the kind of kid who would carry around a deck worth of ordered trading cards and just flip through them whenever I had free time… Of course, those were the days before everyone had a cell phone… Also remember some Mario Kart 64 and StarFox 64 “trading” cards that came with my first two issues of Nintendo Power… the MK64 cards had a card for each playable character and the SF64 had a card for each pilot and vehicle of Team Star Fox…

    Nowadays, my card collection mostly consists of designer poker, tarot, oracle many things, etc. type decks, but I do have one binder of the higher end, zippered variety that contains the one CCG collection I’ve clung to. It’s a Japanese import connected to an anime that was screwed over in the States, but it’s my all time favorite anime and I have a sizeable collection of merch connected to it beyond the cards… The anime is Ojamajo Doremi, and my collection contains most of the unique cards that were ever released for the OD CCg with the binder having them in order by card number with spaces for the missing cards… granted, some of the cards have their rarities marked in blueinstead of pink, which I believes indicates cards from an earlier set that were reprinted for later sets(though, as far as I know, the card game only had 5 booster sets, one for each season of the anime and then one for the visual novel that was the franchise’s only PC video game release(which I don’t own a copy of, though I own all four of the anime’s PS1 games)… That binder also includes some laminated art cards and pencil boards(which as far as I’m concerned, are just really big art cards printed on plastic sheet instead of card stock)… and while it’s not in the binder, I believe I have a copy of the guide book that was released for the first two booster sets of the card game… Also have the broken down booster boxes(each of which contained 150 unique cards across 15 packs, my collection is mostly complete because I only bought a few booster boxes back in the day and each box gauranteed no duplicates… sadly, each set had more cards than would fill a booster box) among the clutter in my room as well(had the idea of scanning them and cleaning them up to make wallpapers, but never had the required image editing skills or thought to ask around online if someone could do the clean up… So wish I could pull out that binder and flip through to admire the art(and, at least for the cards I think of as character cards(everything is in Japanese, I didn’t do well in my Japanese classes in highschool) the CCG overlay is rather minimal, so instead of the card art being limited to a box that occupies maybe half the card face, the art fills the entire card face with just a tiny info box at the bottom, a number I assume indicates some kind of card power in one upper corner and the name of the card written down the side… the cards I think of as items, spells, and events have a more typical TCG-style layout… It’s kind of like how cards look in the Yu-Gi-Oh 4Kids dub versus how they look in real life… Also have a cuople of deck box tins containing about a deck’s worth of possibly bootleg Chinese Doremi cards(same layout and card art, but the colors are washed out, the card stock is thicker, the cards have square corneres instead of rounded ones, the text is Chinese instead of Japanese(at least I’m assuming, the likely Chinese cards have Kanji but no kana), and the CHinese cards are missing the copyright text and rarity indicators…

    Wish there were more accessible TCG simulators out there that could run on what I’ve got…

    1. “what I want is an RPG where conflict plays out through the card game, not just a play randos over the internet simulator” – If roguelike deckbuilders like Slay the Spire and Monster Train are accessible, I can’t recommend them highly enough. It’s one of my favorite game genres. I love card based combat games.

      Cartoon Network trading cards would’ve been my jam, but I know exactly what you’re talking about with the Nintendo Power cards. I’m 95% sure I owned a bunch back in the day.

      1. Sightless Scholar

        Unfortunately, I came to Nintendo Power right at the tail end of them doing the Trading card thing(I got a SNES for Christmas in 1996, march 97, which had the original Turok on the cover was the isssue I got with the free voucher that came with the SNES, and my subscription started with the June ’97 issue, issue 97(and while my parents were okay with $20 a year for a subscription and a free player’s guide, they weren’t willing to pay $30 for half-a-year’s worth of back issues… Still have my old Nintendo Power collection on my bookcase, though admittedly, some issues were beat to hell and back even when I let my subscription lapse somewhere in the early to mid-200s and I’ve been through three moves and the loss of my vision since, so no idea how many, if any, of the issues are in decent condition(same goes for my ~6 year run of Viz’s Shonen Jump, at one time complete run of Shojo Beat, year of Yen Plus, few hundred volumes of manga, and the rest of the print library I have no practical use for and which takes up a lot of space, but which I have moral objections to binning and lack the means to properly re-home.

        I have heard of Slay the Spire as it does get mentioned on the Audio Games forum from time-to-time, though I’ve never looked into the feasibility of playing it on my machine.

  3. A brilliant idea and a creative use for all the magic cards and yu-gi-ho cards I have.
    Especially given the art on these cards is often so enticing.

    One idea I’d like to see explored is a solo variant where the arts on the cards is used as the inspiration for the story

    1. Thank you! I’m very into solo RPGs right now, so I’m glad you suggested a solo mode. Adding that to my features list…

You might also like