Hallo! Thanks for stopping by!
My game has characters that are revealed from an encounter deck and these characters are fought, and/or can be allied and join your team. The problem is that there is sometimes a lot of information that has to go on the card, and I wanted these to be regular MTG style cards in terms of design, with significant art along with info.
The question is: How do I get this all to fit on a card with art and still be clear?
Here's an example (I've put notes after "<---" so you know what the info is):
Moonstruck Trapper – (NEUTRAL) (Human) <---Name and classifications
Attack: Club (Melee Weapon 2) <---Standard attack type
NPC Use: Against trapped opponents. <---How the attack is used when not player-controlled
ATK:2, DEF:2, SPD:2, DMG:2, HP:2, XP:1 <---Stats for this attack and HP/XP
-Must be defeated to be allied. <---Conditional characteristics
-Can only be allied by non-Beasts. <---Conditional characteristics
-When allied, gain the Beast Tamer ability. <---Conditional characteristics
Special Attack: Net Drop (Melee Item) <---Special Attack type
NPC Use: Against opponents that are not trapped. <---How the attack is used when not player-controlled
+3 ATK, DMG:0 <---Stats for this attack
On hit: Target is trapped (cannot move or attack): <---Effect when the attack hits
Opponent may use a utility action to attempt escape by rolling 2 dice and adding their INT.
Result 2-11: Failure
Result 12 or more: Escape <---Opponent response info
“You’ll fetch a fine price at market!” <---Flavor text/quote
Any ideas how on Earth I can get all this info on a card that's almost half art?! hahaha All the info seems pretty necessary! I know I can put the stat line up on the side, but the rest needs to be read normally, it would seem.
Thanks for taking the time to check it out,
Brian
Very helpful, thank you guys. The Trapped condition is a general condition which could be placed in the rulebook. I intended to have a Reference sheet; that could be included there instead. Making the main stats generic, instead of a specific weapon is a good idea - much obliged once again, Corsaire.
Symbols for the attack types (Melee, Ranged, etc.) would certainly help, so I will be sure to implement that, thank you Ris.
ATK, DEF, SPD, DMG, Range, HP, XP can all be on sidebars - these general stats are always used and are simple to impliment. The trouble is the conditional info for behaviors when the characters are not player-controlled, much like in the Ravenloft/Ashardalon/Drizzt games. Though once you find the condition that matches your situation, you can ignore the rest. Still not sure how to streamline that, but thank you Magic, your input has inspired me to refine and simplify.
Thanks again, you guys are generous with your time!
Brian