A new (Keyforge) Adventure

I’ve got an unusual opinion regarding Keyforge, the innovative masterpiece born from Richard Garfield’s genius. I think it is one of the best solitaire games out there.

I don’t think it gets nearly the attention it deserves from the solo community. And why is this? I believe because it was originally envisaged as a two player game.

However, the release of Keyforge Adventures meant that anybody can use any of their decks against an automated opponent. And seeing as every single one of Keyforge’s decks is unique, this makes for almost infinite replayability.

As if that’s not enough, you can play Keyforge entirely free (or at least, at your usual PNP costs), at both player counts. During lockdown Fantasy Flight Games released four free Keyforge decks, as downloadable PNP files. Both original Keyforge Adventures (Rise of the Keyraken and Abyssal Conspiracy) were also released as free PNP files.

So, with all this said, why am I bothering to design my own Keyforge Adventure?

While I love the Keyforge Adventure system (and Keyforge as a whole), I find it a little too much to have to manage two decks while I play. (Although this says more about me than it does Keyforge.) To be fair, neither “Adventure” really takes all that much management. But personally, when I’m playing solo games, I like to keep things nice and breezy. For me the cognitive load involved sometimes detracts from the whole experience. I would rather not have part of my brain dedicated to making sure I don’t forget one of the Keyraken’s effects; I prefer the feel of a game when I can just focus on my own deck.

I know that this probably goes against why many people get into Keyforge, and TCGs in general. Games like Magic the Gathering or Pokémon are typified by having several interweaving effects in play at once, both for your own deck and your opponent’s. But I’m not that kind of player. I only really play games solo. I have never played Pokémon and I’ve only played Magic once.

So, I am going to design a new Keyforge Adventure deck. My guiding principles are these:

  • All card effects will come from existing Keyforge cards. This is to mimic the feel of playing against a genuine deck.
  • Effects will be easy to manage, and/or will be effects that happen immediately when that card is drawn.
  • The player will not need to make decisions for the AI opponent, in terms of optimising how, or when, a card is played.
  • The deck will consist of 36 cards, just like a real Keyforge deck.

I will be entering this into the 2024 Solomode Design Contest hosted by BoardGameGeek.com. Watch this space, and please let me know any thoughts you have about this - either here, or at the “Work in Progress” thread for this project.



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