jt and quickdraw talk about "bad" cards in KeyForge through the lens of game design. What do bad cards offer a game like ours and what lessons can we learn from them?
Also, check out the recent Weekend KeyWarriors episode talking about how to identify and play with KF's weaker offerings: https://open.spotify.com/episode/6cvZYBYOPb3QshBntBOOus
For a bit of extra credit reading, check out this (oldie but goodie) article talking about bad cards in Magic: https://magic.wizards.com/en/news/making-magic/when-cards-go-bad-2002-01-28
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