Dev Diary #3: Pazaak and Luckless Seven
As many of you may be asking, "is this game exactly like Pazaak?" For the most part, the game plays exactly like Pazaak. A random card ranging from 1 to 10 is dealt to a player each turn. The player can play cards from their hand that bring their score closer to 20. The player closest to 20 and does not go over that number wins the round. The differences in our game lie in how long the match is played, how many cards a player has in their side deck, and the list of cards available to them.
All games of Pazaak, the first player to score 3 points won the match. In our game, there will be NPCs of various levels of difficulty that the player can challenge. Depending on how high ranking the opponent is, the match can range from first to 3 points to a first to 9. The amount of cards that will be dealt to a player from their side deck will depend on length of the match.
Caption: Pick your game type from 4 modes.
Caption: New card types that were never in Pazaak.
In a first to 3, the player will only be dealt 4 cards from their side deck.
In a first to 5, the player will be dealt an additional 4 cards when either the player or the opponent reach a score of 3.
In a first to 7, the player will be dealt an additional 4 cards when someone reaches a score of 4.
In a first to 9, the player will be dealt an additional 4 cards at score 4 and score 7.
Caption: If a player still has cards in their hand on the round new cards are to be dealt, they will only be dealt enough cards to bring their hand size back to 4. The side deck will consist of 12 cards that player chooses in between battles. The pool of cards the player will choose from will be significantly larger than the choices in Pazaak. Pazaak had 23 different types of cards the player could choose from. The pool of cards we currently have available is 36.
We've also spent a significant amount of time redesigning cards that were either too powerful or not useful. For example, some of the cards in Pazaak (the yellow cards) had unique effects that did not simply add or subtract a value from the score. There were cards that changed the values of cards already on the field, doubled the value of the last card played, or made you win in the case of a tie. Although this made the game interesting, this also meant that some cards were not balanced. We've reworked many of the special cards to hopefully provide a more streamlined experience while retaining the powerful traits they had. However, that doesn't mean that the game won’t have any card with wild effects.