Show HN: Trading cards made with e-ink displays
1149 points| jonahss | 3 years ago |wyldcard.io | reply
In 2014, I was holding a stack of iPhones and thought to myself:
"Hey, if I had each phone display a playing card, I could click a button and they'd shuffle themselves"
I pared that idea all the way down to this: trading cards made of e-ink displays.Right now, each card costs me about $20 each, but with only a bit more scale, I think I can get that down to $10.
In doing this project, I learned how to design electronics and circuit boards. I learned Rust and wrote my first driver, I upped my CAD skills, 3D printed, and did my first resin casting. I generated the images on the cards using stable-diffusion.
HN always seems to appreciate new uses for e-ink. Thought I'd share :)
[+] [-] gigel82|3 years ago|reply
If you're thinking of mass-production might be worth reaching out to one of those manufacturers; you can buy in bulk if nothing else (but I'm sure they'd be open to customizing it a bit - maybe some branding on the plastic molding and whatnot).
[+] [-] jonahss|3 years ago|reply
Huh, the battery lasts for ten years? I wonder how many refreshes you get for that. Maybe I should just be using those.....
[+] [-] fxtentacle|3 years ago|reply
[+] [-] pjerem|3 years ago|reply
I’d love to find cheap e-ink tags that can just receive a picture over some cheap wireless protocol and display it.
[+] [-] jiveturkey|3 years ago|reply
The 4" ones (close to paper tag size) are $20.
[+] [-] Benjamin_Dobell|3 years ago|reply
Since I just want this to come to fruition, I'll explain what my intended launch strategy was. I'm a developer (just a contractor, not owner) of Tabletop Simulator and do some stuff in that community where there's an overlap between physical tabletop and digital. My plan was to launch a card game (largely designed) and the e-ink cards simultaneously via Kickstarter. However, before that, a digital implementation of the game on TTS. Basically as much as I love this idea, I couldn't see it being monetisable on its own unless you can bring the cost down significantly. It also didn't seem like a defensible business on its own. But if the product is a game that uses said functionality, well, that'd be just swell.
Anyway, congrats, this is awesome!
[+] [-] jonahss|3 years ago|reply
[+] [-] Garlef|3 years ago|reply
[+] [-] trynewideas|3 years ago|reply
Adventure card games,[2][3] which blend tabletop RPG and card game mechanics to play through a story and often rely on mutable and custom third-party or player-created cards, are another niche that could rock programmable cards. They don't rely on collectability or random card packs - everything to play comes in a base set, and expansions take the forms of additional classes or adventures. But they can be tedious to set up, card mutability means marking and smudging cards or sleeving them, and using third-party or player-made cards usually requires getting them printed to fit into the deck seamlessly - programmable cards can dodge all of those issues.
1: https://www.youtube.com/watch?v=8ZLXSmq9s1A
2: https://www.strangeassembly.com/2019/review-pathfinder-adven...
3: https://play.google.com/store/apps/details?id=net.obsidian.p...
[+] [-] cableshaft|3 years ago|reply
Kind of like the Blinks game system, these little hexes with colored lights in them that each have a separate game in them and can 'teach' the other hexes they connect to.
One of the Blinks Kickstarters: https://www.kickstarter.com/projects/move38/blinks-smart-boa...
[+] [-] piyh|3 years ago|reply
What does epaper get you that paper doesn't? A microprocessor and persistent state. RFID cards on a board game might be a good middle state for most cards. Scan them as played. Build gamestate or dynamics to be populated to epaper.
Epaper would be good for storyline branches, timeline progressions, evolving characters. Make them traveling characters being owned by different players. Differentiate them from becoming a static scoreboard that could be represented on a single tablet.
[+] [-] jonahss|3 years ago|reply
Yeah, it's a weird in-between. I don't think a game publisher would take a risk on it, but neither would silicon valley VCs.
Kickstarter would be my bet too. I was going to put this project down for a little while and start a "real" startup though.....
[+] [-] safety1st|3 years ago|reply
If we're talking business models, the one which immediately comes to mind as appropriate is that of a gaming console. Sell the hardware (e-cards, maybe a mat?) at a loss, then sell games for it at no marginal cost. Let other people build games for it because hit games are what sell platforms.
Since this essentially a portable gaming device, consumers may compare it to e.g. a Nintendo Switch - if you undercut the Switch and you have a blockbuster title or two, you could have incredible product on your hands.
Presumably the lucrative economics of trading card games could be applied here as well...!
[+] [-] retendo|3 years ago|reply
[1]: https://starwars.fandom.com/wiki/Sabacc
[+] [-] kevinmhickey|3 years ago|reply
[+] [-] mbreese|3 years ago|reply
My son was really into it for a while, but they included betting “credits” with the game that weren’t nearly as fun as normal chips would have been.
[+] [-] Tworthers|3 years ago|reply
Given the current limitations in the system I would go with a monster battler game with a starter set of just 2 cards which would be yours and your opponents monster and then add a selection of power-ups/abilities these could be much cheaper components that could be played on the base station for an effect. These could be swipe cards or even just resistors basically anything that can be measured by the base station. With this hybrid system you could get the cool evolving over time monsters as well as lots of pieces to play with. Lots of scope for cool and hidden interactions. (Ideas taken from digimon tamers)
[+] [-] jonahss|3 years ago|reply
[+] [-] cwkoss|3 years ago|reply
---
Sample game idea: CAKE DECORATION game - players have to try to decorate as many cakes as possible. Requires 10 cards.
One card is the 'design recipe' card and never leaves the base station. It shows an amount of ingredients, ex. "1 cup of buttercream, 3 shakes of sprinkles, 4 squirts of whipped cream".
Players start with either 3 blank cards or 3 random low-amount ingredient cards.
On a players turn, they select from three cards: each card is an ingredient, an amount, and a modifier. So cards could be "1 shake of sprinkles (2x)" "2 squirts of whipped cream (+1)" "1/4 cup of buttercream (+1/4)" (could make variations or add other kinds of things that might go on a cake)
The player draws a card, base station detects which card is missing, and the other two ingredient cards increase in amount based on the modifier value displayed on the card. ex. "1 shake of sprinkles with a 2x" will fully complete the recipe if not drawn for two turns (because 1 x2 x2 = 4 shakes, which is enough for the recipe)
With 4 cards in their hand, if the player can pay for the whole recipe, they win the round and get a point. On win, new recipe appears and all cards in the winning players hand and on the base station get rerolled to new low-amount ingredient cards. Score could be displayed on the margins of the recipe card.
If they cannot pay for the recipe, the player places a card back on the base station. And their turn is over. (Should ingredients be re-randomized when replaced on base station? Should that be a player decision whether to reroll it?)
First player to decorate N cakes wins the game.
---
I think something like this could make for a viable game with a low number of cards, but could be more fun with a greater number (17 ideally?) which would allow for 3 active recipe targets (+2), using the 4th slot for another ingredient and displaying recipe as a disconnected piece(s) (+1), and larger hand sizes (5 -> +4) to allow for more complex recipes
An interesting game design question is how random you want the cards to be? Fair random would probably be viable, but since the 'deck' can know and make decisions based on the state of cards not connected to the base station, you could deal unfairly if less randomness would make the game more interesting or fun.
[+] [-] jonahss|3 years ago|reply
I'm glad you kept the total card count low, that's a limiting factor because of their price and size.
I'll try it out!
[+] [-] qup|3 years ago|reply
[+] [-] jonahss|3 years ago|reply
[+] [-] Aminatt|3 years ago|reply
[+] [-] ShredKazoo|3 years ago|reply
In terms of product development, I think the best path would probably be to create or find an opensource game engine for cardgames and have a nice development environment plus API where a dev can write a game for the engine that either runs on a PC or runs on the cards, with no code changes required. (PC support makes debugging and iterating on game design much faster.)
[+] [-] jonahss|3 years ago|reply
Ah yeah, I think the game design community mostly uses tabletop simulator and one other such program for testing out ideas. Being able to deploy to both is a good idea.
[+] [-] hifikuno|3 years ago|reply
[+] [-] AndrewDucker|3 years ago|reply
Obviously not eink, but exactly that kind of card game exploration.
[+] [-] jonahss|3 years ago|reply
[+] [-] redorb|3 years ago|reply
so a 6 person game, 12 of these + 5 ~ 17 of these ~ $450 ~ about the cost of real nice chips and cards...
[+] [-] eru|3 years ago|reply
Instead of the iPad in the middle you could use a TV screen, too, but then you can't directly interact with that via touch screen.
[+] [-] jonahss|3 years ago|reply
That said, you can play poker with a deck of cards and a pile of beans.
But yeah, I'm looking for something somewhere between Poker and an iPad.
See my other comment, a lot of interesting mechanics are available.
I'd sell you a poker set if you want to impress your friends :D Email me: [email protected]
[+] [-] dalbasal|3 years ago|reply
For holdem, you ideally need a plinth that can "deal" cards upside down. Maybe it's more general to have a plinth that can update cards in either orientation.
Congrants jonahss on your art. Thanks for sharing.
[+] [-] cwkoss|3 years ago|reply
In terms of making a game with them, I think a design where the pins are on the face of the card may be useful. I want to be able to 'draw' a card without knowing what is on it.
Certainly can be useful with pins on the back (and I totally get how this orientation is probably more size-efficient), but I think front pins would be more 'playable'. Maybe a design could be achieved with holes that pass through all the way so it can be written with either orientation?
Being able to 'power up' an existing card in the upwards orientation could be really cool for situations where you kind of want 'counters' applied to a portable card. Could have a base-station that allows you to 'add' the qualities of one card to another target card, or 'evolve' a pokemon, etc.
[+] [-] eru|3 years ago|reply
That would work. But you can also make that work with current hardware (I think): you just need a delay between pressing the button and the screen changing? So that the player can press the button, pick up the card, and five seconds later, it's revealed.
[+] [-] jonahss|3 years ago|reply
Maybe I should raise the priority on that.
Definitely I'm into the idea of evolving, or breeding cards like pokemon. Powerup or 'combine' would be cool too.
[+] [-] blindseer|3 years ago|reply
This isn't an actual game, but I'm thinking it would be great to pick a card face up that's "red" and be able to make a decision to turn it into "cyan". Others could pick "green" and "blue" face up, but can click a button to turn it to something else, and then the game resolves itself when everyone reveals it. Like if everyone can discuss and if everyone reveals the primary colors everyone wins.
I'm sure there's interesting game mechanics you can come up with when you give a decision to the player.
Additionally, I think this could make an interesting programmable suite of games. You don't have to sell just one game.
[+] [-] jonahss|3 years ago|reply
Ah, the cards have buttons next to them on the base. I figured they could display icons on the card next to each button (each spot on the base has 3 right now). I call it the 'ATM' style UX.
[+] [-] riskable|3 years ago|reply
It seems the big assumption everyone's making in the comments is that the displays will just stay there on the electronics box. The reality is that you can refresh the display and then take it back into your hand. You could even trade it with other players while disconnected.
Furthermore, these displays can be refreshed hundreds of thousands of times (some can do millions) and therefore can last a lot longer than regular cards. They're also stupidly cheap in bulk! Example of a cheap NFC-powered one: https://www.aliexpress.us/item/3256803070283516.html (not the best example since it's kinda thick but you can get much thinner ones around the same price).
You just need to come up with some example games that take advantage of the trading dynamic. Also, if you're up to the engineering it would be neat if you could use one epaper "card" to modify another one. Much like how in many card games you can add an "enchantment" or "modifier" style card on top of another to give it additional capabilities.
I also recommend adding a cover or shutter to the cards so that they can be refreshed without the other players seeing what it is. Once the card is back in your hand you can move the cover out of the way and see what you got. Alternatively, you could make it so that the cards refresh their displays upside down. That way you can refresh it without anyone seeing what's there.
[+] [-] jonahss|3 years ago|reply
A few comments have mentioned being able to refresh the cards while upside down, or covered by another. Maybe my next prototype can put the contacts on the edges and have them wrap around or pass through, so they work on both sides.
That will be a bit more complexity for fabrication, but sounds like a fun project.
[+] [-] bckr|3 years ago|reply
For anyone curious, the symbol made by the contacts is the Tree of Life from the kabbalah
[+] [-] jonahss|3 years ago|reply
Magic the Gathering has a monopoly on fantasy, and the cyberpunk genre is played out. Plus I want the inner-workings to be somewhat mysterious.
I had a lot of fun thematically laying out the contacts. For example: Keter is VCC and Malchut is GND
[+] [-] suilied|3 years ago|reply
[+] [-] jtolmar|3 years ago|reply
I don't think traditional board games would be interested unless you got the price down very very low ($2/unit or less).
I think you could make something happen if you marketed and packaged it as a "board game console" though. Like a fixed number of cards and larger boards, plus some sort of base station or phone app that'll flash everything to the starting state of a game of your choice. Then people buy new games digitally from you, same as a modern video game console.
(I'd be interested in the game dev facing API and writing some games for such a thing, so let me know if you're pursuing it and we can swap contact info.)
[+] [-] jonwest|3 years ago|reply
[+] [-] jonahss|3 years ago|reply
[+] [-] xrd|3 years ago|reply
When the pandemic started, it seemed like there was an opportunity to build games where you still are participating in physical space, but certain aspects of the game are shared across a network and then transform back into something that occupies physical space. I thought that could be something like AR but your cards open up other doors.
It would be fascinating to have a deck that shares cards in multiple distant places, with people playing the game from far away but connected through your cards.
Adding an element of time delay to the synchronization of the deck would be fun too.
Please provide a way to follow along on your progress, like a mailing list! Such a great project.
[+] [-] jonahss|3 years ago|reply
Should have added that call-to-action to my post; *facepalm
Your idea is kind of like the hologram chess that Ed plays in Cowboy Bebop
[+] [-] 8note|3 years ago|reply
You have your local deck and player, and then the actual board is on TTS
[+] [-] vegasje|3 years ago|reply
May I ask what e-ink displays you're using?
[+] [-] jonahss|3 years ago|reply
Good Display GDEW029T5D