Designer Diary: DECKO
The idea for DECKOcame when I played the fantastic computer game Balatro, a great experience of multiplying numbers and manipulating a bizarre poker slot machine with jokers that seem to hack the system. While I loved this, I felt inspired to create something different. Something a lot closer to real poker with all the betting and bluffing, combined with my own take on what the ultimate deckbuilder should feel like. Poker is a game full of moments that beg for some board game fun to be added to them. So I started making DECKO.
The Design Process
I started by playing a super simplistic version of the game in Tabletop Simulator. A regular deck of cards was in the middle to buy from, and all players had a small starting deck. Every round would be like playing a hand of poker, followed by buying new cards. Playing a too simple and boring version of a game idea is a great way of getting me inspired to figure out what a game design needs to make it fun. It was currently too random and too linear (no big moments, no spikes of excitement); it took a long time to see the effect of your deckbuilding and it could end before anyone had time to build a good deck. I had my work cut out for me.
The first version of DECKO, the "minimum viable concept"
I knew I would be adding jokers and crazier poker cards (inspired by Balatro), and that alone would add a lot of fun to it, but before adding that, I wanted to challenge myself to improve it in other ways. I made the minimum bets go higher and higher from round to round; this happening in tandem with the decks improving would make the game have a nice dramaturgy of escalating stakes. Furthermore, I also changed the starting decks to be as weak as possible, making the deckbuilding feel much more impactful.
A gripe I have with every deckbuilding game I’ve tried is that they seem to be very restricted when it comes to letting players remove cards from their decks; apparently, this is something that must be done in a very small capacity. Wouldn’t it be cool if you could remove a card every round in a deckbuilder? I added that, and it worked really well; it just sped up the whole deckbuilding process, making it an express deckbuilder. A side effect of letting players trim their decks so fast is that inevitably players will be able to make very consistent decks, and one player will then probably have a deck that’s consistently the best. This is probably why most deckbuilders avoid this; they want to avoid an “early winner” spoiling the game before its end. In DECKO this problem is solved by embracing it as a feature; it’s a race to create the most broken deck and earn 60 chips the fastest, leading to the game ending just around that moment that a player gets unbeatable. I want to revisit this format of an express deckbuilder with frequent card burning in future games that are not about poker.
At this point the game already had some interesting balancing going on, as making something almost unbeatable like a deck that gets four aces or a royal flush consistently was hard and took a long time, while more “medium” decks that focused on getting the lower numbers could be made faster. So you could go for a mid deck that would give you lots of wins in early and midgame, spend longer trying to build something stronger, or first do the mid deck and then pivot to a stronger late game deck. Or make a medium deck while hate drafting high deck cards, at the expense of hurting your own deck. Several approaches were viable, and it all depended on what everyone else was doing. I now had a strong foundation, it was time to spice it up and add juicy twists, opening the game further.
An early prototype of DECKO, now with card powers and jokers. At this point burned cards went to a shared burn pile, and there were victory point goal cards that didn't work well.
Adding the Cool Stuff
When adding special effects to all the cards in the market deck (then named flop deck), I used my experience with the simplistic version of the game to figure out which cards should have which powers. Initially the lower numbered cards got the stronger powers, otherwise it would simply be a no brainer to always go for higher cards. The twos got the Crypto mechanism for example, giving you exponentially more chips for collecting them, a hand of four Cryptos would award you 16 chips regardless of winning or losing for example. With more testing it felt like the higher cards were less good than lower cards. These cards are less attractive because you don’t start with any of them. Why would I buy a ten that I couldn’t even make a pair with, instead of an eight that would enable me three of a kind and probably full house soon? It turned out the higher cards needed really strong powers as well to be attractive. Aces were so good by default they didn’t need much help, but you would often be stuck with a single Ace or get very few as all players would buy them. The Assisting Aces were born out of this, now we had aces that would help your other cards by adjusting their number, so they would be useful even if you didn’t get several. The royal cards were in a similar position to the aces, and got all kinds of powers that worked with other cards.
A playtesting session in Oslo, shoutout to Brettspillskaperlauget. This version of the game let you get jokers when folding (bad idea), and could end when someone got to 40 chips (too soon).
Dealing With Luck
A game about poker and deckbuilding is inherently lucky. I had no ambitions of making this a game with no luck element, in fact I think a little luck and randomness is essential in games. But I wanted to make the game as low luck and strategic as possible, and also make it possible for players with bad luck to catch up with luckier players. I approached this directly from both ends. First of all the winning player of each poker hand would not be allowed to buy new cards. The players winning lots of chips (which are victory points in this) would stagnate in their deckbuilding, while those who lost lots chips would be buying more cards and getting better decks. Secondly, the players who folds (that’s when you forfeit a bet) would be able to get any one card in the market display for free. This would be a great boon particularly in the earliest rounds where the luck factor is at its peak. A side effect of this system is that losing or folding can feel better than winning in early rounds, particularly if bets are low. Further adjustments were made in the game to make winning early rounds better. A core part of it is that you need to have a good chip economy to do well in the mid and late game. Jokers are bought for chips, you can’t get jokers when folding and the increasing starting and maximum bets mean you need quite a few chips to be in the bets. The wildcard rounds also have antes (mandatory bets) players must pay. Players who win much tend to get smaller decks as they remove (burn) a card every round while not buying any. This is good because your deck becomes smaller so that buying a few cards can have a big impact and instantly power up your deck. In the end winning and loosing felt just about right. In the first round losing is kind of good (though winning isn't bad either), then as the game progresses winning becomes more and more important, and at the same time who wins is increasingly determined by whoever built the best deck and joker engine, to the point where it usually feels very deterministic in the final rounds.
A playtest session where the game was voluntarily played two times back to back, a positive sign! Shoutout to Spilloteket, Oslo's finest board game bar.
The Jokers
I knew from the start the jokers would be in tableaus next to the players and have ongoing abilities or special actions instead of being mixed into with the decks. Initially the jokers were in one big deck full of random abilities. I used these to add a lot of complexity and twists to the game, and really take a stab at subverting what goes on in regular poker. Like what if someone has a reason to raise their bet even when they have a bad hand? What if someone earns chips by prolonging the round? What if someone can earn more from folding than raising? Could you win the game without winning bets? I had a ton of ideas and made a deck of jokers. I noticed quite early I needed a better system than having them all in one deck. A player that was behind on the deckbuilding could really use a joker that triggers when folding, or a joker that discounts card buys. But if they were randomly buried in the joker deck, tough luck. Something had to be done.
The joker shop, in the final prototype that was very close to the final product. Cards were ordered from makeplayingcards, the mat was sourced at a shop for mats, poker chips from a fancy poker chip brand.
The joker abilities had trigger points, some were used when folding, others when raising, some when drawing cards and so on. Sorting the jokers into separate decks based on their triggers was the obvious thing to do. Not only did it solve the problem mentioned above by giving players constant access to the joker types they might want, it also made the game easier to learn and parse on the table. Instead of reading all the joker text all the time, a player could learn at the start that the blue jokers work when folding, the red ones work when raising and the teal ones are for buying. A quick glance at the opponent’s joker tableau would tell you if they likely benefited from raising, calling or folding the most. Making the jokers anchored to the trigger points made them a really cool feature of the game, making them a core part of the strategy. Will you be a player who folds half your hands with great rewards, or someone that keeps raising bets to repeatedly trigger an effect and win bets?
Adding a Big Twist
The game had really shaped up, but I felt like I could make it more interesting. Something that would make each game different from the last, something that would make you deckbuild differently in every game. Imagine a deckbuilder where you must build your deck not only for one ruleset, but for two rulesets. Or what if you had to build for three rulesets? Originally an expansion idea, I added the wildcard rounds. For two rounds in every game, there would be a random special rule really changing how you win, and a much higher pot. These rules would be visible from the start of the game, so that players could plan for them. As an example there is a wildcard round that only lets you score one card, another one makes you draw your hand from your burn pile. As you can imagine, this will affect how you build your deck. I found one could do really well by focusing on the wildcard rounds at the expense of doing slightly worse in regular rounds. At the same time deliberately ignoring them could work, if you did really well in the rest of the game.
Some of the wildcards in the close to finished version
Artwork and Graphic Design
For all my games I make the art and graphic design myself. I really think of how the product is going to work as a whole when I do the visuals. I see it much like being a UX designer, creating an interface for players to interact with the game system. It’s also like being an art director focused on creating a viable commercial product.
Figuring out the look for DECKO involved a lot of sketching and testing out different designs. I usually have to draw things many times before I get to a good result.
DECKO needed to look like a regular deck of cards (to communicate it’s a poker game), but it also needed to look like something more. If it had regular card icons and artwork it would probably look too cheap and not sell well. What I came up with was symbols that represent meta items from the world of poker, the clovers are made of poker chips, the spades are two cards, and the hearts are poker tables. For a while the game was going to be named Meta Poker, but I changed it as I didn’t want it to be mistaken for just being another home made poker variant. Part of the look of regular decks of cards is having a very restrictive color palette. Usually there’s mostly black and red, and small amounts of blue and golden/dark yellow. I decided to make a restricted palette a core part of the design (a limited palette usually makes graphic design better anyway!). I went with red and gold for diamonds, black and teal for clovers, blue and black for spades and red and black for hearts.
In the beginning I was thinking of having a hell theme for the game, it had the tagline “13 clowns gather in hell to play poker”. I pivoted away from this, choosing a more whimsical theme of just having random poker and clown related stuff. In the end the game has more of a style and vibe rather than a theme and story, which felt refreshing and liberating to me as I usually work with a lot of worldbuilding in my head. The presence of flames on the cover and burn board is a remnant of this original theme, which I kept in because burning cards is a major part of the game. The graphics were given a raster dot texture and some white specks imitating chipped off paper as if the game is already well used, adding to the meta theme and suggesting something is slightly off (something strange is going on with this poker deck!).
Making the artwork for the royal cards proved the most challenging, as I had to teach myself how to make characters that are like mirrored conjoined twins. It became easier with some practice. I first sketched them out fast to test the concept, then created the final art in vector graphics. I worked within the boundaries of the strict color palette I had established, only allowing myself to use the suit colors and sticking with dark/golden yellow skin and black hair for all the characters (making them look ethnically ambiguous). The queens each have unique abilities that are hinted at in their artwork, and the kings have beards and some sort of fake or proxy crowns.
Some of the fold jokers, identified by their blue coloring. Most of them have a catch-up mechanism theme, fitting well with folding.
The jokers were the most fun to draw, as they could be all kinds of things that vaguely represented their abilities. Also here I went with a color scheme limitation. Each joker type would have one color that would be the main color on the artwork, that could be combined with colors from the other joker types in small amounts, as well as black and golden yellow. It was important to have the main color prominent to let the players easily identify their type.
The final production of the game with it's deluxified components
Crowdfunding and Reception
The game had a successful crowdfunding campaign offering a deluxe product with a playmat, gilded cards and some very heavy poker chips. The stretch goals were presented as glossy booster packs of jokers that were opened when they were unlocked. Backers have received their games, and from looking at the BGG ratings this is my most well received game this far. I’m very grateful for all the backers who believed in this project and took a chance backing it.
Some of the booster packs the stretch goal components were marketed with.
Promotional picture of the base game and upcoming expansion.
What’s Next for DECKO?
This autumn a new expansion for DECKO will launch on Gamefound! It will add what backers have wished for the most, lots of new cards! It introduces the Pistachio deck, which can be used separately or together with the vanilla (base game) deck, massively increasing the replay value with 52 new cards. New jokers and wildcards will also be introduced.
I hope you enjoyed reading this designer diary, and that you want to give DECKOa try! Feel free to ask any questions you may have here.
Thanks for reading!
Haakon
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