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Hello there! dcat here, releasing the current playtesting cards for Binary Realms Data.Warriors here on itch.io! Binary Realms Data.Warriors is a card game that you can print, assemble and play with your friends in very easy steps. It's all very intuitive, just print, glue, cut and play. This game has a very simple basic ruleset that mostly dictates when can you play what cards in which place, with the rest of the game being driven by what every card does, as explained on their accompanying text. The main objective on this game is to be the last player standing with cards still on your deck.

Card games -and games in general, for that matter- are nothing but systematizations of narrative, kind of like human-fiction interfaces. Most high fantasy role playing games are the systematization of an oddysey, while something like Pokémon systematizes the natural behavior of wildlife and animal taming and training. Mario is just the avatar of an interface that allow us to jump and run in spaces made for us to traverse that way, while puzzle games are meant as visual representation of an actual system on a non-functional status, with tools and rules that allow us to restore it to a "finished" state. I've toyed around with some games that deal with making using a computer fun. Most are puzzle games, and literally implement interfaces and systems akin to the ones you find in computers, and end up having an approach too low-level to actually be recognizable for anyone as the systematization of their everyday use of a computer but made fun, while most other games just use digital media as a setting to tell other kinds of stories. You can usually recognize one or another by where does the player exists within the fiction. Is the player supposed to get "sucked into" a digital world? Then it's probably using the computer just as a setting to tell a story of a hero in a quest. Is the player suppoosed to be interacting with the computer in the same way both in fiction and reality? Then you're probably solving a puzzle with logic akin to the one you find in computer programming. What I like about computers is that you earn skills by using them, and learning what and how can you do what you want with them. For example, if I want to download, edit, save and send back a picture I'm going to need to know how to use more than just one program, as I can't really edit a picture with an internet browser, and even if you could, you need to know how. After a while, when you start actually using computers for production, you end up building a pipeline for yourself to make your life better. Doesn't really matter if you don't know how to use macros (yes it does) as long as you know how to copy/paste and use the built-in calculator your operative systems ships with. How about we turn *that* experience into a fun system?

Imagine a game in which cards are more akin to small, co-dependant units. Like programs in a computer, each one written to do specific jobs. Useful by themselves, but immensely powerful when used in conjunction with other applications. Maybe a card that just lets you draw a card is useless by itself, but if you also have a card that's affected by the amount of cards you have in your hand you could chain a couple plays together and end up drawing cards to do more damage to your opponent, rather than just to have more cards in your hand. Andwhat if your opponent is using an strategy that hits hard when their discard pile gets big? They could be sneakily letting you do all their grunt work, waiting until they can hit you hard before shuffling all discarded cards back into their deck, or even discarding them themselves, using cards that require you to discard your hand to execute. Something like that depends so much on having the situation under control, so that player would be in trouble if their opponent has a working combo that lets them take control over some of their cards, using their own strategies against them. Of course, such strategy would be totally pointless against a deck that just endures turn after turn until draining their enemies and winning. Imagine if you also had limited, fixed resources that restore and deplete on each turn, and thinking carefully what kind of cards you can play each turn plays a significant role on the gameplay. Maybe the cards you play are resource-intensive, so you boost them with other cards that manage the resources allowing you to play more cards per turn, or maybe you'll avoid bloating your deck with cards that just give you more resources and go for low-cost, quick cards that you can play without worrying too much about running out of juice. Maybe your strategy thinks ahead of time what kind of deck will your opponent use, resource-wise, and try to cancel their ability to even play cards by going for their resources rather than the card effects themselves. This can go on and on, and it describes a game in which only having your blind spots in mind will lead you to victory. This is what I'm aiming to design and develop with this card game.

I know it sounds like a lot. Maybe it also sounds like a bad idea. I see this game more as experimental grounds for strategy card games. I hope you enjoy assembling and playing the game. I'm eager to get some feedback other than the few matches we've had over here!


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