Card Drafting


Drafting can take many forms. It’s perhaps best recognised in deck building games like Dominion where everyone has equal access to a shop, or in set collecting games like Sushi Go where players must make a discrete choice based on what it currently in their hand, or engine building games like Century: Spice Road where players attempt to gain he best cards for continued sequential play. Card drafting, however, is by no means limited to these instances.

The ‘card drafting’ mechanic is probably best defined something like this: “a player either makes a choice from a selection of cards, or receives a choice from a selection of cards, to gain for their personal use”. There are probably some holes that you are welcome to poke in that statement, but it’s a good starting point.

So what makes a mechanic ‘card drafting’ as opposed to simply drawing?

NOTE: for clarity, I’ll be using the word ‘card’ from here on out, but of course you could replace this term with ‘tile’, which functions much the same as a card. There are of course other components that could be drafted such as workers or resources, however those mechanics result in very different effects, and so aren’t explored here.

First, a player must usually have some degree of control over their decision; drawing a card blind from the top of a deck or being forced to draw from only one option is not typical of drafting. Second, and following this first point, there is usually a selection of cards from which to choose. Where exactly those cards come from and where they end up does not define the act of drafting, though obviously both have a large impact on how the mechanic affects the game.

There are many variations of drafting. Many games employ the use of multiple variations of card drafting at the same time. Let’s look into some of those variations, and further into some examples to see how they are used, and perhaps why that particular version of card drafting was chosen by the designer.

NOTE: many of the examples I have chosen use more than one variation of card drafting within the same overall mechanism. For each example, I have chosen to focus on a specific part of the mechanic as a means to explore and compare.

Open Pool

This title may not be a hugely technical title, but the mechanism is about as simple as you can get. Within the scope of card drafting, here I use ‘open pool’ to refer to a consistent set of cards that once a card is drafted from, that set is then replenished to its former size.

This simple setting is probably also the most common form of card drafting, and as a result also forms the basis for most other variations. After all, in order for a game mechanic to qualify as drafting and not drawing, there must be some amount of options available and some ability to choose between those options. If there are no further rules that apply, then you’ll have this basic, open pool form.

Diminishing Choice

I would categorise any game that reduces the amount of options of a set of cards over a given time period as card drafting with diminishing choice. This can be structured in many different ways, but the key element here is the time period in which it takes place. Some games restrict choice over the course of an action, a turn, a round or even over the course of the entire game.

Diminishing choice is a very common aspect of games, not least because there will often be a finite amount of cards in a deck, and a deck’s composition is (usually) determined during a game’s setup. This isn’t diminishing choice in card drafting however, which refers not to a deck of cards (of which not all are immediately available) but to a selection of cards whose attributes are known, and that can be compared against each other.

Scaled Cost

Scaled cost here refers to the idea that not all cards are equally available at any given time. An important distinction to make here is that this has nothing to do with a card’s subjective desirability to a player at a specific point in a game, but rather a rule imposed on a set of cards that increases the cost of acquisition based on the relative position of that card in that set.

More often than not this mechanism is coupled with an incentive being introduced to increase the desirability of any card that has was not selected within a given time-frame. Often this is achieved by attaching an economic reward of some kind to each card that was skipped or left behind.

Economic Cost

This mechanism describes the act of a player spending personal resource(s) to obtain a card from a given selection, which is a fancy way of saying that you have to pay for it. This cost could be levied in a variety of ways. We’ve already explored scaled cost which is (usually) a situational form of economic cost. A true economic cost mechanism I would say must have an inherent and stable cost regardless of the specific game state.

Games that utilise this method tend to display the cost of a card on the card itself, usually meaning that that card will have the same cost to acquire at any given point during the game. The introduction of economic barriers or pressure into a card drafting system can create the basis for a very powerful mechanism, or group of mechanisms. Seven Wonders (along with other examples already explored) has a good degree of this in that cards may cost resources to play, however there are quite a few cost mitigation opportunities in the game that make the economic aspect of the game less punishing (e.g. permanent resources, upgrade paths).

I Split, You Choose

Though probably a mechanic in its own right, I thought it would be odd not to at least have a small entry here. ‘I split, you choose’ games make one player split a larger group of cards into two smaller groups of a size defined by the game. Once that has been done, another player will then choose which of those two groups to acquire, with the other group going back to the splitting player or on to some other end.

This mechanism has its own entry in the library.