Saturday, August 12, 2023

TCG Theory - The 1-Cost Problem [VIDEO SUMMARY]

"TCG Theory - The 1-Cost Problem" is a video produced by tcgAcademia, exploring a pervasive issue in the realm of trading card game (TCG) design. The video focuses on the concept of resource systems and the inherent challenges they present, particularly the so-called "1-Cost Problem." The video delves into the mechanics of various games, highlighting the implications of the 1-Cost Problem and potential solutions adopted by different game designers.


The video begins by discussing renewable resource systems, which have been integral to TCG design since the inception of the genre. The speaker uses Magic: The Gathering as a prime example, where land cards are used as resources that increase linearly over time. However, this system has been criticized due to the potential for resource imbalances, leading to either an excess (mana flood) or scarcity (mana screw) of resources. This issue, the speaker argues, can end games prematurely due to poor player luck rather than strategic play.

The video then explores attempts to rectify this flaw, particularly in Dual Masters. The game's resource system is similar to Magic: The Gathering, but it allows any card to be used as a resource, thus mitigating the luck-based elements of resource development. Other games, such as ZX and Build Divide, have adopted similar systems, indicating a shift in TCG design philosophy.

However, the speaker notes that these solutions may mask a deeper problem: the 1-Cost Problem. This issue arises in linear renewable resource systems, where 1-mana cards can be particularly potent. In Magic: The Gathering's standard formats, the impact of this problem may be less apparent as most 1-cost cards are minor defensive cards. However, in the modern format, the prevalence of 1-cost cards in top decks is much more noticeable, indicating the potential power of low-cost cards.

The speaker explains the 1-Cost Problem in more detail, stating that the jump from a cost of 1 to 2 is a doubling of the cost, making high-cost cards rarely as effective or versatile as their low-cost counterparts. This problem is illustrated with the "dies to doom blade" argument, where a high-cost creature can still be eliminated by a single removal spell, diminishing its value.

To manage this issue, games like Dual Masters and Magic: The Gathering limit the number of 1-cost cards printed. By shifting the baseline cost from 1 to 2, the efficiency drop-off as you move up the cost curve is halved. This strategy is taken a step further in ZX and Build Divide, where the game starts with two resources in play, shifting the baseline cost for a turn 1 play to 3, thereby reducing the efficiency drop-off even further.

The speaker also discusses the impact of the 1-Cost Problem in games with consumable resource systems, such as Vanguard Lacrosse. In these games, costs tend to have a narrower range, which helps mitigate the issue. However, this can limit the design space, necessitating other rule systems to manage the problem, such as level systems in Vanguard Lacrosse.

In conclusion, the speaker emphasizes that the 1-Cost Problem is a critical consideration in TCG development. If unchecked, the pressure from 1-cost cards can drive power creep within the game, eventually invalidating other costs and limiting the effectiveness of the resource system. Therefore, game developers must actively manage this issue to maintain balance and strategic depth in their games.