Our latest topic is “Pool Builders”, a collection of related mechanics like Deck Builders, Dice Builders and Bag Builders that are worth exploring side-by-side as they tend to share similar strengths, weaknesses and approaches to game design.
The most visible difference between these categories is the components they use, so we’ll often use terms like tools, resources and objects to collectively refer to the various components that comprise a player’s deck, bag or dice pool.
In this article I’ll introduce many of the key traits we can find in games that are described as pool builders and in our following articles we’ll explore the key strengths and weaknesses of the group of mechanics. In our concluding segment we’ll finish up with our observations of dozens of pool builders, showcasing some of the most innovative and brilliant ideas we’ve seen in game design that incorporate these mechanics.
What are Pool Builders?
At a high level, our ongoing exploration of game mechanics has developed into its own rank-based taxonomy. If Dominion or Ascension were considered species, their genus would be Deck Builders and their family rank would be Pool Builders in a classification hierarchy. If we’re being completely accurate, “Pool Builders” would probably also go by a fun Latin phrase like “stagnum aedificantes“.
When we explored Worker Placement, we thought it was worthwhile to revisit exactly what the mechanic is, since games that simply use the term “workers” (Terra Mystica, Puerto Rico) and games in which you add or remove meeples (Carcassonne, Five Tribes) are often curiously grouped into the definition.
We launched a new series over the past year of what we call “Mechanic Archetypes”, an opportunity to examine mechanic-by-mechanic what differentiates successful game designs from the rest when we’re thinking about ones that fall under a label, such as Worker Placement.
Recently we’ve been thinking about “Pool Builders”, a collection of related mechanics like Deck Builders, Dice Builders and Bag Builders that are worth exploring side-by-side as they tend to share quite a few characteristics. In this segment we’re going to step back and examine games that fall into this mechanical category as a group while covering some broad observations as to their strengths and weaknesses. Our goal is that these observations may assist game designers stepping into this growing genre.
Pool Builders – The Algae of Game Mechanics
Since the concept of Pool Builders emerged on the tabletop scene, it has been a popular choice for designers and that popularity doesn’t seem to be slowing down anytime soon. Depending on who you’re willing to debate with, the origin of Pool Builders could go back seemingly as far as you’d like it to, but the approach we’re familiar with today likely began with either Starcraft: The Board Game (2007) or Dominion (2008).
To wrap up our mechanic archetype series on pool builders, I’m going to trace a history of builders and try to hit the highlights of some of the most important developments in builders. Naturally, it’s impossible to describe every single strategy game that has ever used a builder mechanic, but I’ll aim to analyze the modern builder lineage and try to anticipate some innovations in the future of the format.
Origins of Deck-Builders
The most important and far-reaching mechanical innovation of Magic: the Gathering was that it introduced both variance and a means to mitigate that variance in the same mechanic. In any format of Magic, you’re responsible for creating a deck and drawing cards at random from it during the game.
It was the original prelude to deck-building: the genius of Magic is that randomness is a core part of the game (as it is with any game where drawing cards is involved) but because you can decide what cards go into that deck, you control the likelihood of drawing any given card. Indeed, the biggest variations in how Magic is played even today come from how that deck is assembled, whether through a draft or sealed packs or your own invention at home.
Like poker (which shares an enormous overlap with Magic’s audience), Magic inhabits a fertile middle ground between perfect information games like chess and perfect randomness games like war, where dealing with variance is an important part of the game’s skill. Again, success in Magic comes not necessarily from being able to see six moves in the future or from how to react to a surprise card draw you didn’t see coming, but from thinking through how to manage the randomness and optimize your chances of coming up with the exact card that you need.
It might be trite to describe Dominion’s brilliance as “Magic in a box,” but that’s exactly the innovation that it brought to strategy gaming. Magic’s brilliance as a business model and source of frustration for many a potential player is the financial commitment required to play it competitively. We tend to focus on mechanical design in this blog, but the democratization of the deck-building model into one box from which all of the players can build their respective decks, rather than having to invest time and money to bring their own decks to the table, is surely one of the many reasons for Dominion’s strong following. In this sense, Dominion is a fantastic example of how collection value is every bit as important as balance or approachability in making great games.
We’re diving into one of our recent favorites this week as Orléans was our top “new to us” game on the site for 2015. Since then, our opinions have drifted in different directions and we thought it would be fun to look at how the game has aged for us only a few years later.
If this is your first time visiting Games Precipice, our focus is on game design theory and ideas that can make games great. In writing about Orléans, the large majority of our conversation is a deep dive into this brilliant game applying the game design frameworks we’ve been writing about recently. To help frame the discussion, this is more than just a write-up about Orléans; this is an article about Orléans in the greater conversation of pool building games. So let’s jump right in.
Orléans is best classified as a bag building game and it shares a number of familiar concepts with a deck building game like Dominion or a dice building game like Quarriors. We recently covered these various mechanics collectively in a series on pool building games.
Despite the similarities on the surface, these games can be tricky to break down as a group. One approach we’ve taken to look in-depth at these mechanics has been to identify the common skills and tasks players are carefully considering while building their deck in Ascension or filling their bag in Orléans.
In Pool Builders… players manage long-term efficiency
A common bond among pool building games is that these mechanics relay a marathon mentality to players. Orléans is a game of putting one foot ahead of the other in order to string together a strategy over the long-term. By the end of the game, a player will rarely be able to pinpoint the exact moment or turn that pushed them toward victory, since each turn the player moves the needle forward just enough to see observable progress in a race of efficiency.