1 free read left. Create a free account for unlimited reading + AI research.
Create free accountReport
ETC Press
Nathan Altice argues that the physical card shapes game design much as hardware shapes software. He identifies five defining characteristics: planar, uniform, ordinal, spatial, and textural.
In "The Playing Card Platform," Nathan Altice argues that playing cards function as a platform whose physical form shapes game design in the way hardware shapes software. He identifies five defining characteristics of the card (planar, uniform, ordinal, spatial, and textural) and uses them to explain why certain games emerge from the medium. Examples include the rectangular card's two concealable faces, which enable secrecy-based games like poker that board games cannot easily support, and the uniformity that underpins fair play and mass commercial reproduction.
The work traces how modern card games, including Uno, Phase 10, Skip-Bo, and especially Magic: The Gathering, extended the ordinal and numerical logic of the traditional deck through colors, custom ranks, combinatorial complexity, and collectible scarcity. Magic's 1993 tapping mechanic, which repurposed a 90-degree rotation into a resource-tracking device, is presented as a landmark example that spawned numerous variants. The analysis also addresses the commercial consequences of this design, including power creep and recurring revenue models that rely on collectibility.
Data points anchor the argument's scale. The author notes that a standard 52-card deck can be arranged in roughly 8.07 x 10^67 ways, a figure he says exceeds the number of stars in the observable universe. He also cites the military's "Most Wanted" cards from the 2003 Iraq invasion as an instance of playing-card ordinality applied to political hierarchy.
The analysis concludes that playing cards are ordinal in material form, which limits manual calculation and makes digital platforms better suited to complex mechanics such as RPG-style progression. A comparative case study of Adventure Time Card Wars illustrates how analog and digital versions adapt the same design: digital editions shed physical trappings and add inflated statistics, escalating resources, and in-app monetization. Comparing these ports, the authors argue, reveals developers' priorities and economic concerns, and digital cards, though still playing cards, no longer share the constraints of the physical platform.
ETC Press · 2022
European Conference on Games Based Learning (ECGBL) · 2026