UPDATED WITH NEW REVISED DESIGNS.
This is a cross post from my Magic Maelstrom game blog - I'd like to know what you guys think?
Here are the new Resource and Fate Card designs, plus the new Fate Card content ideas, revised following the latest round of playtesting, with some balancing of effects and greater clarity of card purpose.
One of the main pieces of ongoing feedback has been that players have found it confusing as to what some Cards could be used for.
I have now changed the card layouts to explicitly state the main Card actions.
The images above show a couple of the new Resource Card designs (with a shot of all of the existing cards for comparison). These now clearly state what Unit you may choose to build and that you may alternatively use the card colour to activate an area.
And there's an example of one of the new Fate Card designs. This one clearly states that this is a Unit card and that you may alternatively use the card colour to activate an area. Each Fate Card will state whether it is UNIT, EVENT or COMBAT card. A few may have a combined potential use.
And I've made a PDF of the new Fate Card contents, which I think have some interesting ideas in them, please have a look and let me know what you think.
...firstly, thanks, good to get your comments.
Got similar feedback over on the Card & Board Game Designers Guild Facebook page (https://www.facebook.com/groups/320445024722916/).
Key thing is the white on black background text, so I've changed that to white to test it.
On the text box ugliness - I'll have a look at that part of the design.
Finally, the background / frame (SugarPillStudios) - is this modified by having the text box clearer, or do you still think it needs tweaked?
Image here -> http://www.bgdf.com/node/12986 and added to first entry of this post.