Game Design Brain Dump: November 21, 2025

Happy Friday, Geekly Gang! Kyra Kyle here with another board game design brain dump. I’m taking a break from Rustbucket Riotswhich I covered in last month’s brain dump–and discuss a Blackjack Deck Building game I originally made in 2018. Seven years! Yikes! Guess I got the seven-year itch. This Blackjack Deck Builder has gone through multiple minor rule modifications and name changes. The deck, based on a standard playing card deck, doesn’t have jacks and kings, so it’s had the name No Jack and No Kings.

Play Faster

My oldest daughter had a high school friend, who will remain nameless. We’ll call her C. C loved deck building games, but she wouldn’t draw her hand at the end of each turn (allowing her to plan her next turn), and every time she drew cards into her hand, she’d act like she was reading them for the first time. This frustrated my daughter and her friends. I thought of No Jack or No Kings to fix this issue.

A quick explanation of deck building card games: each player begins with the same (or at least similar) small decks and purchase cards from a supply to add to their decks, making each deck unique.

While many starter cards in a deck building game have limited text, cards one would add to their hands could contain a heap of text. This would cause C’s turns to last three minutes or more, as she read the more complicated cards that she added to her deck. So, I took out most text. Standard playing cards have little to no text. Next, C had the issue of not drawing her hand at the end of her turn. What standard card game doesn’t require a hand? Blackjack.

The above sample card (Page of Coins) is a prototype. The end product will hopefully look a lot better. Lol.

I merged deck building with Blackjack and came up with No Jack or No Kings, and it worked. With the exception of changing the suits, the only cards that look different from a deck of standard playing cards are the face cards. C knew how to play Blackjack. Players would draw cards from the top of their decks, following the standard rules for Blackjack. If you drew over 22 points of cards, you’d bust and lose your turn. If a face card remains in play (without busting) at the end of a turn, the player can move the face card to their tableau and gain its ability. In the case of the page above, every time that player draws a coin suit card, they gain one extra money to purchase other cards. No Jack/No Kings starter decks begin with one face card from one of the four suits. Each suit has a different power.

Trouble with Asymmetry

Most players in deck building games begin with the exact same cards. Choosing to go with asymmetric powers at the onset of this game, however slight, proves difficult to balance. Brushes allow players to cull cards from their discard. Deck building experts see this as overpowered. But Diamonds and Cups have better win percentages. Diamonds allow players to manipulate decks (take cards from a discard and placing them on the bottom). If you’re good at counting cards, you can induce more 21s (or Blackjacks). Cups let players discard a drawn card and draw a new one. This is also strong.

The first page I showed, the Page of Coins, is the weakest of all four. But perception matters. Even though I’ve playtested No Jack/No Kings hundreds of times and found Cups and Diamonds win more often than not, players still “feel” more powerful with Brushes and, to a lesser extent, Coins. Granted, one of my playtest weekends was with someone at a Protospiel. He played No Jack/No Kings throughout the entire weekend (like a few dozen times), hoping to sculpt a deck of only Tens and Aces. This gamer played Brushes in each game and lost every time. Winning didn’t factor into his enjoyment. He wanted to build a near-perfect deck. So, the numbers may be a little skewed.

Does anything need to be changed? Honestly, I don’t know.

How to Win at No Jack/No Kings

I just realized we discussed No Jack/No Kings mechanisms without sharing how to win. There’s a separate deck of Patrons. Every patron can be claimed with a Blackjack (21), but each patron also gives discounts to two suits. If you have a face card from either suit in your tableau and you reach the lower number, you can claim the patron. Every turn, you can either claim a patron or purchase cards from the supply. That’s how the gamer (Protospiel) lost so many times. He would purchase cards if they fit in his “perfect deck” instead of claiming a patron. The first player to claim six patrons wins.

No Theme and Simple Mechanisms

I don’t know why I shelved No Jack/No Kings for almost a decade. My best guess is that I wanted No Jack/No Kings to have more theme or more complexity. I no longer care if No Jack/No Kings has a theme, and any additional mechanisms I added to the game diluted the core gameplay. I was obsessed with everything No Jack/No Kings didn’t have and failed to see what it did have. That same Protospiel (seven years ago, I’m guessing), I only taught the game once. Other gamers taught No Jack/No Kings to the rest of the convention, and the game was played consistently for two and a half days. I need to get out of my own way. Ugh!

I’m finalizing the starter decks and the cost of cards. But there are shockingly few things to balance/tweak after I pin down the starter decks, so I’m left with one question. Which name do you like better, No Jack or No Kings?

Let me know in the comments. Thank you for reading, and wherever you are, I hope you’re having a great day.

Digging with a Spork

I’ll start this post by giving all veterans a pat on the back.

I would say thank you for you service, but it’s a throw-away platitude at this point, something one could find on thousands of Facebook posts or memes. Instead, I encourage everyone to take time and reflect this Veterans Day.

Ask a veteran about their service. If they’re a combat vet, be respectful of what they’re willing to share.

Kyle: Writing

I’ve continued to edit, edit, edit, and while that’s an important part of the process, I haven’t completed as much new work with my writing as I would like. I may have to sharpen my spork. Or I could switch utensils or tools.

This past week was also productive on the board game side of things and that took a bit of my time and attention.

Kyle: Games

I made the finishing touches on “No Jack” and wrote the rule book for “Nuclear Harvest.” That rule book took a good two or three days to complete, so this was a very productive week for board games and writing a rule book is still writing. I’m counting it as both. Both games are at good places, well on their way to being submittable next year, but the big news comes from “Wildflowers.”

A board game agent—I didn’t know they existed before a few months ago—has picked up the game and plans to pitch it to large publishers in the coming months. I’m keeping my fingers crossed, but I can’t help but be a little excited. I hope to see “Wildflowers” on shelves next holiday season. The year after that may be more realistic.

That’s all I have for this week. We’ll be back tomorrow and the rest of the tomorrows this week with some new writeups. Be kind to one another and stay geeky.

Entering the Slog

Kyle: Writing

November hasn’t started as well as I would have liked. I’ve been editing a lot of stories and submitting more so there may be more good news on the horizon—but most likely more rejections.

Last week was too productive that I figured this week would pale in comparison, but I did finish another story or two, and editing is part of the writing process, so it wasn’t a complete waste. I hope to exit the slog this next week.

Kyle: Games

Board game design was a little more productive. “Wildflowers” is still under consideration and “No Jack” is a lot closer to completion. I also made some headway on “Nuclear Harvest” and should have a polished prototype by the end of the year—just in time for submitting several games in 2019.

I even have an advanced version of “No Jack” that includes role playing and legacy elements, so that should be fun.

That’s all I have for this week. We’ll be back tomorrow and the rest of the tomorrows this week with some new writeups. Be kind to one another and stay geeky.

Is this progress?

Kyle: Writing

Another week and another three trios of flash fictions (triplets) that are told from three different viewpoints. I edited another five, and I have enough for a book length work of these short stories. I hear rejection bells in the not-so-distant future.

Since I was focused on these triplets this past week, I didn’t get as much work done on my novel that uses this form and I’m sure Jim will have some form of discipline. I thought I heard the crack of a bull whip coming from my front yard.

Kyle: Games

More play testing this week. It can get boring but like editing one’s writing, it’s important to the craft. “No Jack” is close to blind play testing, and “Wildflowers” should be in Drew’s hands by now.

Thanks again, Drew. Feel free to tell me how confusing the rule book is and that the game’s tiles make great coasters.

That’s all I have for this week. We’ll be back tomorrow and the rest of the tomorrows this week with some brand-new content. Be kind to one another and stay geeky.

Progress?

Kyle: Writing

It may not look it, but I write more than JK Geekly articles. I continue to work on trios of flash fictions (triplets) that are told from three different viewpoints or different manner of storytelling. I wrote two this week and edited another three. I’m even pitching a collection of these stories to various publishers. I’m expecting my rejections any day now.

I’m also gaining ground on a novel that uses a similar approach to the triplets. It’s trippy, but hopefully it’ll make sense. I’m sure Jim will let me know one way or the other after I finish modeling this clay.

Kyle: Games

Play test. Play test. Play test. I play tested a lot of the Blackjack deck builder “No Jack” and I finished a first draft of the rule book.

 


“Wildflowers,” a tile placement game where players make one flower the most dominant, will be off for some more blind play testing soon. Thanks in advance, Drew. A blind play test is where gamers play by reading the rule book; most early play tests have the designer teach the game to players.

Wildflowers01.jpg

“Wildflowers” is also out to a couple of agents and game companies, and we’ll see what that’ll bring. Again, I’m expecting my rejections at any time.

That’s all I have for today. We’ll be back tomorrow and the rest of the tomorrows this week with some brand-new content. Be kind to one another and stay geeky.