I’ve mentioned this a few times, so let’s make it somewhere easy to read.
A game anatomy is a simple, readable list of what goes into your game. It can be detailed, it can be simple. Here’s an example for a really simple game of mine, Queer Coding:
- 1 Front-cover card (rules link on back)
- 25 Player cards
- 5 sets of:
- Q card
- U card
- E card
- E card
- R card
- 5 sets of:
- 1 Back-cover card (blank back)
This gives me a simple plan for what I need to put together to make the game. Here’s another example, from Skulk:
- 1 Top box design
- 1 Bottom box design
- 15 Thief tokens
- Numbered 1-5, coloured 1-3
- 8 Dragon tokens
- 40 cards
- 1 rules booklet
- 8 pages
- 48 gold coin tokens
You can fill these in with as much detail as you want, or as little. It’s a simple form of a plan and you can fill it out with specific card/rules text too, if you want to sort that out. Here’s an example from Dark Signs:
- 1 Cover face card
- 16 Grid Cards
- 24 vanilla number cards
- 4 1 Rune
- 4 2 Rune
- 4 3 Rune
- 4 5 Rune
- 4 7 Rune
- 4 11 rune
- 4 Offering – choose next dream
- 9 Special low-impact cards
- 3 Awakening – end nightmare now
- 3 Restless – ditch best card
- 3 Touch From Beyond – regrow card
- 6 Special mid-impact cards
- 2 Haunting Loss – cards all give 1 st
- 2 Jealous Rage – card swap
- 2 Final Word – double card value, withdraw
- 3 Rares
- 1 Omen – start weak, strong next time
- 1 Invoke The Spider – make an egg sac of problem
- 1 The Sign Of Un – always 13
- 1 cover back card
So here are some examples of notes of how a card game can come together. I hope this is useful advice!