The Magic of Arcana


Post by: Grant Rodiek

Wozzle has entered a new, exciting stage and I wanted to write about one of the most significant changes: Arcana. A month or so ago, we got rid of our poker cards and replaced them with 4 unique suits numbered 1-12. We found this to be more intuitive, a little more fun and playful, and it helped distance us from poker in a useful way. You have no idea how many expectations gamers bring with to the table when playing anything that resembles the 800 lb. gorilla that is Texas Hold ‘Em!

My design partner, Joshua Buergel, had an inspiration based on Tarot cards. You see, Josh has played every game ever (or so it seems) and is this vast, breathing, array of knowledge. If we aren’t using poker cards, then can’t we do something else with those cards? The answer is yes, yes we can.

We started with our first Arcana suit, which we’re calling Hexis. The gist is this: as an additional option to the 4 public spells you can pay Mana to activate, you can play a Hexis card from your hand, following its instructions, to use its effect. All of the cards in Hexis use a single, simple mechanic: Show. By this, I mean you Show the card (which is a mechanic used in normal Wozzle) from your hand and place it in front of you. Effectively, you can only use each Hexis once per round.

This does a few really cool things for us and Wozzle:

  • Arcana introduce private information and abilities. Previously, players had their cards secret, yes, but they could only use public spells. Now, they have a secret Ability.
  • Whereas Spells have to be general enough to work in almost every situation, Arcana can be nuanced and specific. That lets us explore crazy stuff.
  • It adds a layer of strategy, variance, and complexity that is nice.
  • This gives us a great expansion opportunity. Use 3 vanilla suits + 1 Arcana. Which means with only 12 new cards, we can greatly change the game.

After we tested and proved Hexis was a good idea, we designed Mechana and Alchemus. We each took a stab at them, giving them a unique flavor that fit the core. Whereas Hexis was (deliberately) a safe, simple mechanic, Mechana and Alchemus introduce new concepts.

For Mechana, I was inspired by the Construct cards in Ascension (or Locations in DC Deckbuilder). I wanted to add a way for players to have a semi-permanent passive benefit. I introduced the Build mechanic. If a player ends the round with a 2 pair or better, he may place a Mechana card in his possession in front of him. Once per round, if the Mechana triggers, he gains its benefit.

Josh took the lead with Alchemus and I love the result. He introduced the Formula mechanic. Players must discard the Alchemus card, as well as the cards listed in its formula. In exchange for this high and sometimes difficult cost, you may execute extraordinarily strong actions.

Really, the Arcana gives us a new, devious layer that involves clever timing, taking a risk, and recognizing an opportunity. They are a great addition to Wozzle that, if the game is successful, will see much more life in the future.

We’d love your help testing them. In addition to the 30 Spells, there are now 36 Arcana cards. We’d love your help making them as fun as possible.

Publishing Plans: Speaking of the future, Josh and I wanted to talk briefly about things to come. Our plan at this time is to self-publish Wozzle when it is ready to be published. I’ll finally form an LLC and we’ll use Hyperbole Games as the label.

Josh and I have both independently wanted to dabble in publishing for some time. Both of us will still primarily be designers seeking publishing partners in the future. Both of us have full time jobs we have no intention of leaving. But, we have the entrepreneurial spirit and would like to dabble in publishing for the occasional side project like Wozzle, and others we have in the works.

Barring an unforeseen arrival of money, we’re planning on using Kickstarter to raise funding and aid us in marketing. We’re partnering with some experts to help us with some of the risky things that scare us. We’re willing to pay more for mentoring. We want to do this right. We’ll also hire a fantastic artist that’ll make the game gorgeous. We’ll share details as things are inked.

What’s left still ahead for the game? Most importantly, testing. Polish, polish, polish. We’re slowly building a network of blind testers to supplement our local testing in San Francisco and Seattle. The game will make appearances at Origins and GenCon with some copies given out if all goes to plan.

We’re excited and nervous to try this. It’s a ways out still, but we intend to be fully prepared.

Questions? Comments?

One thought on “The Magic of Arcana

  1. Pingback: Hocus Problem Solving Part 2 | Hyperbole Games

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