As I blitz my way through the solitaire options of Mysticana, I have been looking at the wider world of game systems. Specifically game systems designed to either build on or 'replace' a regular deck of cards.
And what immediately comes clear is that that is a vast topic. Someone, someone who is a better scholar than me, could devote a long running blog on just the subject of card-based game systems.
There are plenty variations on the standard deck of cards. The 52 card French deck probably is the global standard (Note that I don't feel confident to say that it is for sure) However, there are other regional variations that are still in use and production. I've always assumed that was why the version of Euchre that I've been taught only uses 24 cards but I don't even know that for certain.
But designers have been trying to intentionally come up with alternatives. There have been more than one deck than just adds another suit, for instance. But the real test is if you can play a game that you want to play with the alternative that you can't play with a regular 52-card deck.
It is interesting when a game system develops accidentally, even though I wouldn't be surprised if that was the case for the regular deck of cards.
Rage was published in 1983. It has six suits, ranked 0 to 15. It is basically the conventional deck blown up in every direction. And it's an Oh Hell variant that is also expanded, including special cards.
And when I first got into board gaming, I definitely saw it referenced a lot. And not because of the game itself but the possibilities it had as a gaming system.
Gamers listed 188 (and growing) different games that you could play with a Rage deck. That number is actually low since you can functionally play any game that uses a traditional deck of cards with a Rage deck. Game designers were known to buy Rage decks in bulk as prototype parts.
So I made sure to get a copy. And promptly did nothing with it.
The Rage deck has vast mechanical possibilities. For instance, I could easily play Lost Cities with a Rage deck, However, I would lose the vibrant pictures and the easy visual clarity of the handshake cards. Elements that aren't mechanically necessary but add to the enjoyment and engagement.
As I've discussed more than once, theming isn't just about making things pretty. Theming can create a visual shorthand that enhances the accessibility and engagement of a game. Theming can help you process a game easier. And the Rage deck is entirely abstract.
(Not that I'm knocking abstract. Sticheln is one of my favorite trick taking games and it is also entirely abstract. The sheer sadism of the game carries it without the need for theme)
Rage seems to have lost some of its luster. I haven't seen it discussed as a game library in one small box in a long time, although people do keep adding to the list. It also seems to be less available than it used to be but I doubt that that has anything to do with its role as a game system.
As I have become more DIY in my gaming in recent years, I wonder if I would do more with a Rage deck now. However, the game systems I have explored, like the Decktet or the Pairs deck or Mysticana, step farther away from the model of the standard deck of cards.
Game systems can be versatile tools. They can be powerful tools. Just look at the cultural impact of traditional playing cards. But they have their limits as well.
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