A physical generative work of playing cards of colours.
From a roguelike adventurer card game, to something to visually expressive.
- Playing of cards: As player your choice matters
- Elemental patterns: Cards are defined by colours, how they are played creates different results
- Creation of order: You decide how patterns are made; this affects the future plays
- Embracing the chaos: Constant change of game state; you accept and you adapt
What has changed?
- Flow of play: There’s only one phase now instead of several; yet more options than ever
- Speed of play: No more text; game streamlined to be more intuitive
- Effects of play: Cards now stay on the board instead of being cleaned every turn
- Surprise in play: No longer a mere result of randomness which leads to positive or negative effects; rules now change as part of the surprise
- Goal of play: No more “hostile targets”, you are your own goal
- End of play: Game no longer divides into only “win” or “lose”, no matter how you play you create a product that has unique reasons
Physical demonstration for presentation
Bonus generative research
by Olivia Jack
Gives end products a bonus generative effect