Saturday, December 6, 2025

The TCG Curriculum: Innovation on a Spectrum

It seems I've become a curmudgeon when it comes to expandable card games (TCGs, CCG, LCGs, whatever). I've played these games long enough to be critical of the new games emerging on the market. Recent games like Lorcana, Star Wars Unlimited, One Piece, Riftbound, etc. leave me decidedly meh. They are expandable card games, and expandable card games scratch the lizard itch in my brain. But they don't scratch the itch in the same way many older games do. Which got me thinking, why?

The market, experience, economy, IP, —these all seem to factor in. But the more I think about it, the more I realize innovation is the real reason. Most such games released today are risk-averse, i.e. they position themselves around the center of the bell curve of originality. They are afraid of trying something truly groundbreaking for reasons, reasons most likely based on fear of market failure but likely others. Which got me thinking further: what would a hierarchy of expandable games based on innovation look like? A college curriculum seemed the natural structure.

And so, without further ado. Here is the University of Friday Nights course offering in the iterative card-gaming department.


TCGs 101

In this course, students will learn the core concepts of what a TCG is and the games which cluster tightest to this conception. This includes:

  1. Deck construction and cards (permanent, semi-permanent, and instant)

  2. Resource gains of one per round and the resulting predictability of the economic ramp. (Early game “What can I play?” as opposed to “What do I want to play?”.)

  3. Deployment of creatures/units into the game space, most often including the temporary deactivation of said cards to prevent their effects from having immediate effect (aka “summoning sickness”).

  4. Turn structure, typically resolved in the tried-and-true method of “mathing out the combat”

  5. Win condition: reducing hit points to zero, or vice versa, racing to a particular point goal

The following games will be discussed:

Magic: The Gathering

Star Wars Unlimited

Battletech

Lorcana

One Piece

Alpha Clash

Pokemon

Riftbound

Rush of Ikorr

The Spoils

           Weiss Schwarz

           Force of Will


TCGs 201

In this course, students will learn about the simple but effective ways in which game designers played with core TCG concepts to create similar yet different play experiences. These games still fall closer to the center of the bell curve than the edges, but deviate enough through to warrant examination in a separate course. Some alter the resource ramp to be more flexible and/or dynamic, allowing for greater diversity of card play from the outset. Some create multi-use cards, forcing the player to make strategic decisions how a card will be played beyond its innate effects. Some play with the game space, creating zones or creating conditional links between certain cards. And some play with the idea of deck construction itself.

The following innovations will be discussed:

Alternate resource models:

    Ashes: Rise of the Pheonixborn (dice)

    Digimon (tug-of-war resources)

    Yu-Gi-Oh (no resources)

    WWE Raw Deal (damage as a resource and indirect catch-up mechanism)

Multiple game zones:

    7th Sea (in-game locations and location dependencies)

    Vs. (tiered)

Alternate card usage:

    Flesh & Blood (multi-use cards → triangle of value)

Upgradeable heroes

    Grand Archive

    Spycraft

Unique decks

    Keyforge


TCGs 301

In this course, students will learn about the ideas and innovations that take the TCG concept to the next level. They noticeably expand the TCG design space and fall distinctly off-center of the bell curve, most often for a combination of reasons. The games discussed in the course are:

Grid-based

    Summoner Wars

    Sorcery

    Ivion

Asymmetry

    Netrunner/Android Netrunner (including hidden information and bluffing)

    Star Wars: The Card Game (win conditions, hidden information, ante-ing)

Area Control

    Warhammer Conquest (plus varied win conditions)

    Call of Chthulu

    Redline (plus location effects)

    Altered (plus racing)

    Game of Thrones: The Card Game (plus selectable single-round effects)

Politics/Player Voting

                Vampire: The Eternal Struggle (including resources doubling as hit points)


TCGs 401

In this course (the highest level TCG course offered here at the University), we examine and discuss into the games which most strongly deviate yet maintain an identifiable relationship to the core TCG model. These games offer complex mechanisms, phase structures, combat, and win conditions, almost always in combination, and therefore will be examined individually (as opposed to the structural methods applied in previous courses). These games demonstrate the sophisticated diversity of what the TCG experience can be.

The following games are in scope of the course:

Doomtown: Reloaded – Fluid win conditions across multiple factors, area control, bluffing and calling bluffs, multi-use cards, variable resources, poker hands, direct and indirect combat,

Legend of the Five Rings: The Card Game – Two different types of resources, construction of two different decks, multiple win conditions, incentived moves, cards leaving play on adjustable timers

7th Sea: City of Five Sails – Area control, incentivized moves/increasing rewards, managing two different decks

Star Wars Destiny – Dice rolling, dice resolution, dice manipulation, three economy types (salaried, dice-driven, and card discard), and multiple forms of damage (lightsaber, blaster, grenade, and direct)

Eve: Genesis – varied salary, countdown card effects, area control of areas created by players, upgradeable bases


TCG – Summer Course

In this fun, optional summer course we will be looking at TCG-adjacent games, games which feature many of the design hallmarks of TCGs (including cards) but which lack collectibility, regular release cycles, or some other key feature commonly associated with expandable card games. TCGs, after all, do not exist in a bubble. (Note: course includes sample gameplay, but students will need to supply their own snacks and beer.)

    Radlands

    Mindbug

    Pagan: Fate of Roanoke

    X-Wing Miniatures Game

    Skytear

    Sorcerer

    Compile

    Nawalli


No comments:

Post a Comment