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cleverpun


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Jul
3rd
2016

Speculation and Worldbuilding: a Pony Trading Card Game · 10:45pm Jul 3rd, 2016

In a previous musing post, I covered the idea of pony playing cards. In another, I discussed magic pony sports. Both of these are the sort of things influenced by tradition and simplicity. Today, I'd like to discuss a type of game that is the opposite: something that is explicitly constructed and designed. That's right, today we're discussing the cultural fixture that is the Trading Card Game.

The first thing to consider is which property/franchise a pony TCG would adapt. The two major in-universe franchises we know about are Daring Do and the Power Ponies.

A Power Ponies TCG is pretty easy to envision: there's been so many IRL superhero TCGs that it would likely follow a similar mold. Think the VS System or Dice Masters or even the older ones like ReCharge and Overpower: fairly light games revolving around combat and card play.

I think the Daring Do TCG has more potential to be interesting, so that's what I'd like to focus on. One has to ask: what does the Daring Do franchise focus on, and how can that be translated into a game? From what we've seen of it, it seems to focus on various characters racing to get particular artifacts, with various traps and sabotage impeding their progress.

So the first thing the game needs is character cards. Each player gets one, and they grant some sort of power or benefit. Different cards may also be exclusive to different characters. The good/popular characters--like Daring Do or Ahuizotl--can also be Ultra Rares, to encourage people to spend more money. Meanwhile, the minor or underpowered characters are the cards that everyone has 40 copies of (characters like Daring Do's sister Morning Dew, for instance, who only appeared in one novel focusing around Daring's home life, and spent most of her time being in distress).

Next, there needs to be Artifacts to chase after. Each player brings so many artifact cards and they are shuffled into a single deck and dealt to the center of the table. Each player also starts with one in front of them. Every TCG needs some arbitrary resource scaling, so different Artifacts have different income values, as well as a special ability. Better abilities often come at the cost of lower income value (excluding the OP Mythic Rare cards, ofc). Players also start with one Artifact in front of them to give them their initial resources and special power.

Now you need some traps. Like Artifacts, the various Impediment cards are shuffled into a single pile and dealt in front of the Artifacts. Stronger Artifacts get more Impediments in front of them. Most of the Impediment cards are references to the books, though this means a lot of them are somewhat lacking in grandeur (the slow burro from Daring Do and the Broken Pendulum gets 3 separate cards, for instance). Think of it like the security systems from the Netrunner card game: once all the traps are cleared, the artifact is available to take. Of course, this also means that clearing traps can help your opponent.

Then you need some Equipment cards to help remove the traps. The developers were a bit loose with the term "Equipment", of course. Pegasus Wings were a Secret Rare that saw a lot of play because of their bonus against physical traps. The fact that Daring Do could start with them in her hand was fine, but the fact that other characters could equip them for only a few Gold raised some questions.

You also need some Sabotage cards to play on your opponents. Fans were a bit concerned about Daring Do receiving so many exclusive Sabotage cards--including oft-used Super Rares like Groin Shot and Sucker Kick--but the designers justified it as Daring being a pragmatic fighter.

Players alternate turns, playing and activating Equipment and Sabotage cards, using abilities, collecting Gold, and drawing and discarding cards. The first player to get so many Artifact Points (the standard is 20) is the winner.

Despite its relative recency, the Daring Do TCG has been doing well. It's on its seventh expansion, and each expansion takes material from about 1-3 books. Fans are optimistic about the game's lifespan: even ignoring the Daring Do's Family Life sub-series of books and other poorly-received spinoffs, there's enough material yet for at least fourteen more expansions. The game's publisher, Regular Run Games, hold regular tournaments, and the support for the game seems strong.

When asked about their feelings towards the game, A.K. Yearling declined to comment.

So there you have it, one possible interpretation about how a Franchise-based TCG may look in the world of ponies. Thanks for reading. As always, comments, criticism, and insight are welcome!


The latest in a series of blog posts about meandering mental exercises. If you found this passingly interesting, feel free to check out the others:


One: Why do so many Pony works use Human weapons?
Two: Earth Pony Spearfighting
Three: Pegasus Combat and Weapons
Four: What Do the Main Six Drink?
Five: Magical Pony Sports
Six: What Do the Main Six Read?
Seven: Unicorn Combat and Weapons
Eight: Pony Playing Cards—Construction and Symbology
Nine: Pony Cultural Foods

Comments ( 2 )

Interesting game design with the Daring Do game, though I do worry a bit about blending Artifacts and Impediments into a communal pile. I suppose it's customary to keep a written list of what you brought. After all, colored sleeves would give a hint as to what was coming up next. Also, sleeving cards with hooves would probably be a nightmare.

As for non-franchise-based TCGs, given how well understood magic is in Equestria, the foremost ones might not be based on the supernatural. No, I could see Unicorns of the Coast going a different route...

4066188 There are some variants of the game that allow each player to encounter only their own traps and artifacts. It's not super popular, however, since it makes it too easy to predict what is going to happen (and thus deckbuilding becomes rather samey). The fact that you don't have total control over what you're going to find is a big part of the game, and mixing cards together is the simplest way to accomplish that. Usually, the players use clear sleeves and add a sticker/mark/etc. on the front to make it obvious who owns it after the game is over. Or bring a decklist, like you mentioned.

Most Friendly Local Game Stores have a unicorn on hand to help players sleeve cards, or are willing to loan out a little gadget that holds the sleeves open for you while you slide the cards in. Of course, some ponies just don't see the need for sleeves to begin with (the plebians :trixieshiftright:).


I don't think ponies knowing magic would necessarily affect its role in entertainment. I know its a common fandom idea that familiarity makes magic seem boring, but I don't think that's the case. After all, the Power Ponies all have obviously magical powers, just of a greater scale and ability than regular ponies do. And then you have the Badass Normal characters like Daring Do, who are just highly skilled.

Considering human entertainment covers a lot of "mundane" subjects like technology and weaponry and automobiles and the like, I don't think pony entertainment would find magic so boring a topic. As long as the elements of escapism, empowerment, and wonder are there, it shouldn't matter how familiar the general concept is.

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