Let’s Talk About Resource
So Summoner Tactics has an interesting Resource mechanic. Any card can be a resource. And whatever color that card is, grants Access Points to cards of that color.
You might ask some questions like why are there no designated resource cards like game “X”?
Why don’t you have to spend the color resource for the color of the card you are playing?
Why can any card be used as a resource?
My main goal was to make resources matter, without getting in the way of the game. For years I have played collectible card games where resource math was a huge part of building your deck. How many do I need? Whats the right amount to get a good opening draw? How much is too much? And no matter how detailed you got, no matter how much testing you did you could still get “screwed”. Not enough resources. Too many resources. Resources of the wrong color. In fact I played so much that I just took it all for granted. It was just the nature of the beast and a part of the game.
Then I started playing other CCGs and they had their own version of resources such as: No colors, but lands have one time effects such as damage or drawing. Colors matter but you only have to own a certain type. And you can play anything as a resource but it only counts as “colorless”.
These are big improvements from the humble beginnings of resource management. I thought wow this is great, no more getting “screwed”. Well……. not quite. It turns you the resources still mattered, a lot! Not getting the right resources meant you might miss out on important effects like drawing cards. Or colors kept you from playing key cards. What’s worse was that you could still get “color screwed”. Now my definition might be different then yours when I say “color screwed” I don’t mean you drew zero of a particular color. Which is a bad. But worse you could draw a hand that is full of important cards of that color. And you drew resources, you can play some cards but you just can’t play most of your hand.
That can be so frustrating!
It makes it feel like your not even playing the game. Losing can be frustrating. But it’s far far worse to not even be able to play the game. To just spend turn after turn hoping the next card is the color you need so you can play all the awesome cards in your hand.
That is why Summoner Tactics is so different. If you drew 7 Red cards you aren’t left frustrated because you can’t draw red resources. You have 7 Red resources in your hand! You just have to decide which ones will bite the dust, and which will get played.
Another frustrating thing that can occur is the opposite, getting resource flooded. Wow talk about bad luck or design. Not only can you end up with not enough resources, you could end up with too many! Or maybe it’s a good amount, but what bad time to draw them!
Again that is where Summoner Tactics shines.
Every card you draw will be useful. It might not be what you really hope for. The key to your terrible upside down predicament. But at least it is something! Drawing a resource when your at the end of your rope, when the next few plays will determine everything, is like wandering the desert thirsty for water, reaching for the canteen and coming back with only the vapor trails of a mirage.
And finally we let you exhaust any color resource to play a card, because it’s easier to keep track of. And you can play all the cards of that color as long as you own enough resources to gain access to them. Want to play 4 red cards this turn but only have 2 red resources? No problem as long as the Access Points are 2 red, you are good to go.
We can also reward players for being devoted to a particular color. Access Points are pretty lenient right now with most being only 1 or 2. But stick around we plan to have cards that reward you for devoting yourself to a particular color by requiring 3+ Access points but being well worth it with extra power for it’s cost.

