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Subject: Using cards in a deck as life rss

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There are some card games that uses card in the deck as life. When you run out of cards, you life drop to 0 and you lose. Is it a good mechanic for a competitive strategy card game?

I find this mechanic very novel, but it seems to rely on luck. I hope that we can have a good discussion on this topic.
 
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David Gregg
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The mechanic by itself is fine, but will depend on what other mechanics you pair it with as to whether it will work well or not.
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John "Omega" Williams
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Some games use the cards as a timer. When you deplete the deck either something happens, or the game ends, or some other event, essentially acting as a life meter.

One or two CCGs used this mechanic too. You were trying to defeat your opponent by depleting their deck which essentially was their life.
 
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Scott Nelson
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Harry Potter CCG did this quite well.
Millstone decks in M:TG.
I think Highlander had this to an extent - your hand size was your life. The damage removed a card from your hand, which caused less choices as you lost hand size.
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Ed G.
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The old Star Wars CCG referred to the draw deck as the player's "Force," which was used as both the player's "life" (when depleted, the player lost) and used to activate or play cards from hand.
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Andrew Walters
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From the HP CCG and others I think this can be a great mechanic. It forces the player to choose between drawing more cards to get what he needs right now and conserving cards to stay in the game. It doesn't have to depend on luck if of few of your cards give the player control over the speed with which they go through the deck. "Draw Three" cards on the one hand let you blast your opponent at some risk to yourself. I do think a mandatory first draw each turn is good; it lends time pressure and ensures the game won't last forever.
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SQ
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We just started playing Elemental Clash: The Basic Set recently and it uses this mechanic. It seems to work pretty well. When you play cards that allow you to draw more cards, it gives you more options, but you have to remember that you are depleting your life at the same time.
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Philip Pack
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Gears of War: The Board Game does this mechanic for the players (COGs). It's a pretty good mechanic. It really forces you to manage your use of 'energy' (limit number of moves per turn) or you'll be wasting your health.
 
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Phong Ly
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Like Magic the Gathering, the deck doesn't equate to life, but is a losing condition when a player fails to draw a card at the beginning of their turn, which in essence is close to the same thing. It puts another layer into the strategy, which is always a good thing, bringing into the equation several factors: deck size, card/resource management, as well as puts a built-in time limit on the game lengths.
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