Hardback can be quickly described as Scrabble meets deck-building. It’s a neat idea. I wondered whether there has already been other deck-building word games, so I did a quick search and found a few. Hardback itself is a reimplementation of a 2014 game called Paperback. That is apt indeed. Upgrades, folks!
Here’s the basic idea. Every turn you draw five new cards from your personal deck. Every card is a letter of the alphabet. You try to make a word with your cards. If you manage it, you gain the benefits on every card. It can be points. It can be money which you can then spend to buy new cards for your deck. There are also other powers. You can flip some cards face down. When you do this, that card becomes wild. Often you need to do this to be able to make a word. However you won’t enjoy the benefits from face-down cards. You don’t need to use every card. You can discard some. Naturally you don’t get benefits from unused cards either. You don't save money from turn to turn. Leftover money will be used to buy ink.
This above is an example of how I spelled PERIL. In hindsight, I should have spelled PRUNE, making the L wild instead. It would have given me an extra point from the U.
Throughout the game you will buy new cards for your deck to augment it. You may remove cards from your deck too. Newer cards are generally more powerful and help you score points more efficiently. The game ends at the end of a round when someone reaches 60 points.
The core idea is simple. Here are some mechanisms which make the game more interesting. In addition to the basic cards, there are also genre cards in four types - horror, romance, adventure, and mystery. These are all better than the basic cards, and each type provides some unique bonuses. The powers of genre cards usually have two parts. One part will be activated as long as you use the card in your word. The second part will also be activated if you have another card of the same genre in use. What this means is you probably want to specialise in one or two genres so that the chances of you drawing two or more cards of the same genre are higher.
One card power lets you double the point or money value of an adjacent card. If you manage to pair this with a high valued card, it becomes a huge bonus. One card power lets you reserve a card in the purchase pool. Since this is a deck-building game, there is also a power which removes weak cards from your deck, so that your chances of drawing strong hands increase.
One mechanism which I find a lot of fun is the ink and ink remover mechanism. At the end of every turn you can decide to spend some of your money to buy ink. You spend ink to draw more cards. This way you can make words longer than five letters. This means you can earn more money and score more points within the same turn. In the game, there is a bonus for having made the longest word. There is some risk though. A card you draw using ink must be used in your word. It cannot be turned face-down to become a wild card nor can it be discarded. If you are unlucky, you may be forced to pass because you can't make a word. You waste a turn. Here’s how the ink remover might save you. This is a rare resource. You can use it to turn a card drawn using ink into a normal card. That means you are not forced to use it and you can flip it face-down to become wild.
There's one mechanism called timeless classics. These are cards which have their letters in landscape instead of portrait orientation. You can see an example in the screenshot above - the V. When you are able to make a word using a timeless classic card, it stays in front of you and gives you benefits every round, regardless of whether you are able to use it in future words. Your opponents can force you to discard such timeless classics by making a word including your letter. They don't gain anything from your letter though. They only force you to discard your letter.
I had much fun with Hardback. It is certainly something different from what I usually play. The deck-building and card power parts might feel a little complex to non-gamers, so if you are using the word game premise to lure them to play, do be a little patient in explaining these aspects. I like that this is a game in which you can ask your opponents to help you make a word. They will get a small reward. It is satisfying to be able to puzzle out a decent word. The option to turn cards wild offers much flexibility to players. This will work as a family game. Although adults will have an advantage over children, being able to help one another with making words can turn this into an educational game at the same time. Even when you play with friends, you might learn some new words from them.






No comments:
Post a Comment