|It's probably "card-driven" when the |
printer resorts to 4-point font to fit the
special instructions on the card.
|One or two words on the "special" cards - |
still in the spirit of a "player-driven" game
Fluxx (designers Andrew and Kristin Looney, publisher Looney Labs) and its variations, by contrast, fall into the "card-driven" category. Although some cards are simply objects ("Keepers") and objectives ("Goals"), many are unique rules and special effects. I don't necessarily mean the simple cases of "Draw Two" or "Hand Limit Three." The particularly unique cases of cards that interact with other cards - you can do this unless your opponent has that Keeper, etc - make Fluxx more of a card-driven game. The point is that you can add or delete or modify the specific rules or effects on the individual cards in a card-driven game, and all you've done is change the game in some lateral way; instead of Martian Fluxx, it's Pirate Fluxx.
I think John's point about "card-driven" games is that they play themselves to a certain degree. The course of the game is governed by the shuffle and who gets which card when, more than by the tactics that the different players choose to take. I might not be explaining John's thesis very well, and perhaps it deserves a little more thought for me to appreciate and articulate it. I was hoping - but failed - to find a write-up on the concept in his Car Trunk Entertainment blog, so perhaps I can persuade him to spend a few words on it some time soon.