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Welcome back for week three of Creating a Crisis. In the last two weeks, I discussed my design philosophy during Infinite Crisis, both from a mechanical and a thematic perspective. Both of those articles took a broad approach to understanding design. This week, I want to zoom in a little bit and take a look at one of the tools used during design: cycles.
A cycle is a series of cards that are linked to reinforce a theme. Each card in a cycle will share a mechanical element (and usually a thematic one as well), although it's the differences between these cards that make them interesting. Cycles are an integral part of the design process because they create and reinforce the structure that defines a set and the teams within it. Human beings inherently crave structure and order; when trying to sort through a new set of cards, cycles help players to focus on and tease out the inherent nature of each new team. One of the unique challenges of designing Vs. is that in each set, we create entirely new teams for the game. With the exception of reprint teams, we have to start from scratch in every set and define an entire team using less than fifty cards. Cycles help to define a team by contrasting its part of the cycle with those of other teams. Let’s take a look at some of the cycles in Infinite Crisis to help illustrate this point.
The Champions
Probably the most well-known cycle in Infinite Crisis is the Champion cycle.
Hmm, I wonder what that 4th card is he's talking about. Any ideas folks? My guess would be Advance Warning. The Easter Egg being the time on the 3 clocks and the watch.