Hello, new guy here and I'm jumping right in with a question.
I'm working on a card game where players can advance card from its current class to other classes. This would be pretty simple if all advancements were completely linear, however this is not the case. Depending on the current class (and the players cards at hand, of course) the player can advance to two or more classes from there (one class has three advancement options atm for example).
What I'm wondering is, how do I convey this on a card where there is a lot of other content?
Ideally a player should not need anything other than the cards at hand to know which classes are viable.
A bigger advancement table would be included in the manual, but it shouldn't be necessary to have the manual while playing.
I've included a picture of a part of my advancement table (although obfuscated a bit). As seen, the player can advance the class to one of two branches which would remain mostly separate. Meaning you can't go from 1-A to 1-B. You also can't advance backwards. However, you can see that you can go from 1-Bc to either 1-Abc or 1-C, even though 1-Ab can only advance into 1-Abc.
How can I show this form of complexity in a simple way? Ideally through some simple standard of icons, but I'm not sure how I would lay that up so that it would be simple to understand without cluttering the card. I'm of course actively working to answer this myself but would appreicate any help I can get. If I explained something badly or more information is needed, just say so and I'll try to add it.
Thanks for the quick replies! =)
After some thought I think simply having it as text would be most efficient. Using lariennas example with squire, knight and paladin. Let's say squire is the base class. Therefore he has no previous class mentioned on his card. The knight and paladin would each have a "From: Squire" (or similar) statement on their cards. This would provide both what the previous class is and what the next class is. A "To:" or "Next:" part would then be unnecessary. Doing this also gives me freedom to add new class cards which can be advanced into from already established cards (say I make an expansion or start doing booster packs). Only problem would be if a class would have more than one class they can advance from. But I think if I limit that to two (and keep the class names fairly short) it'll be alright.
I think some visual element would help though, so I would include an icon for each tier. In the image I included in my original post each tier is shown by color (green, blue, red). I do have space allotted on my card layout for such icons, so that would work out nicely.
Thanks for the help guys! If you have further thoughts or ideas go ahead and post it.