Here's the game, if you want to go in blind: https://untitleddraftinggame.vercel.app/ (server might take a little bit to startup if it's been inactive)
I've been discussing recently about the wonders of drafting systems; being particularly fond of the drafting in Magic the Gathering. Some may think that drafting is just a means to play another game; but something that people who play these formats will tell you, is that drafting can be incredibly complex and engaging in it's own right.
When I started this project, I wanted to find out what made MTG drafting so fun in comparison to other systems. Most non-tcg systems (e.g boardgames) that use drafting normally do open-drafting or what I'd call pseudo-closed drafting.
Variants of drafting
Open drafting (i.e CLANK!, Dune Imperium, Everdell): These are systems where all options are visible to all players and all choices are also visible.
Pseudo-closed drafting (Sushi Go!, 7 Wonders): These are systems where not all options are visible to all players, but all choices are made visible.
Closed drafting (Magic the Gathering: draft): These are systems where not all options are visible to all players and choices are not made visible.
Open drafting introduces us to how drafting provides a limited pool of options to evaluate from, the concept of "pushing your luck" (by taking card A first, hoping no one will take card B) and "hate drafting" (taking cards that aren't great for you in order to prevent someone else from taking it).
Pseudo-closed drafting introduces asymmetric knowledge into the game. Which brings implied knowledge and increases the decision making complexity. Good decisions become increasingly influenced by other players at the table.
Closed drafting is finally a place where implied knowledge takes a meaningful step up. Not directly knowing what your opponents choose, means you don't know what strategy they are going for. This amplifies all the existing mechanics and rewards/punishes those who imply information correctly or incorrectly. The value of cards becomes dynamic, shifting depending on what strategies are popular during this particular game (thereby effecting the push-your luck mechanic). Hidden choices means hate-drafting becomes more difficult. Ultimately, all decisions become more difficult and much less "solvable".
Supporting a draft system
You've probably already realized that some of these mechanics are relatively meaningless on their own. When and how do they become interesting? There are 3 aspects that I'd like to suggest lead to a system where drafting can become interesting.
- Synergies
Firstly, the game requires the value of cards to be heavily influenced by other cards. If cards are all independently valuable, regardless of context, then players will just pick the "best" card each time.
- Strategy contention
Synergies need to exist in a system where they get stronger/weaker depending on the other players. In a draft system, it should be difficult to always go for a particular strategy (generally because other players will go for it).
- Flexibility
Many draft systems require you to use every card you choose. The downside to this is that players are punished for being experimental or taking risks. A good draft system encourages you to try and find the best strategy for that game. To do this, you often need to take "bets", making less cohesive decisions early on, in order to be rewarded later in the game.
How I support them in my game
- Hidden and obvious synergies
Sushi Go! is an excellent example of the drafting system being simplified in an effective way. One thing that you might have noticed from games like it, is that synergies are very obvious (with only a few less obvious ones). Collect all the nigiri, collect all the hand-rolls, etc. I think obvious synergy is very good to have in any game, as it makes it much easier to pick up. However, I think hidden synergy is also very important in order to make the game more interesting. To do this, I have synergies that exist outside of "colors"/classes - that might not be obvious at first.
- Limited and overlapping strategies
My game is built for 4 players, I have 3 classes/strategies to go for and 3 dual-classes between them. This ensures that at least one color will always be contested each game, preventing boring situations where everyone just picks their favorite color. The dual-classes also increase the space for cards to be good in multiple (but not all) strategies.
- Card pack, pool and deck sizes
Players draft 3 packs of 6 cards (18) and build a deck of 8 cards. Not every card they draft has to be used in their deck. This also adds another decision point later on, of constructing a deck.
- Asymmetrical and dynamic value of cards
I didn't really touch on this much earlier, but somewhat alluded to it. In order for drafting to be interesting, the best choice needs to be difficult to make. We've touched on how hidden/implied knowledge, synergies and strategy contention play into this, but it's worthwhile to expand on that a bit more. If a card is universally good, then it should maybe be removed from the game. If a card is universally bad, then it should maybe be removed from the game. It's something like this. The strongest card should be great in a specific context, and weaker outside of those contexts. Similarly, it's interesting to have cards that are normally "bad", but in some situations they become playable. Not every card during a draft needs to be flashy or strong, bad cards that are situationally strong (or even just playable) are good to have. One of the most interesting things that a draft system can do is make it correct to choose a "bad" card over a "good" card.
Disclaimers about my game: currently "borrowing" art from MTG for card illustrations (as I prefer that over gen AI) - until I find an artist or/if the game goes anywhere (mainly just a portfolio piece for now). Whilst I do have bots that you can play and test the game with, it's ideally played with 4 real players. Also, server hasn't been battle tested; sorry if it dies on you.