I am the exception then
Why NOT to CCG/TCG
Hey, I actually just read the beginning of the thread when it started and now the end (and I see it went in a completely different direction!) So, hopefully I am not saying anything that has been said already, ignore me in that case!
Just saw the Mage Noir KS and thought of sharing with those interested in TCG
https://www.kickstarter.com/projects/magenoir/mage-noir?ref=6f8jys&ksEBs...
While I am not sure if their business model is TCG, the game has taken a lot from MTG and others TCG (they even wrote a long post on the differences somewhere) so from my designer's perspective it is the same family, differences are on how they sell it (I appreciate there are differences in design, still the core game is similar)...and it's doing very good on KS!
Maybe somebody here is interested!
Here is a PREVIEW of one (1) card which demonstrates MY TECHNIQUE...
Hi Kristopher, I really don't know what you were talking about so my comment might be totally out of place...sorry if that's the case! I just happened to look at your card and thought of sharing 2 thoughts. 1) is the graphic design final or just a place holder for now? There are lot of info at the bottom and it took me a while to realize that the square to the left must be where attack and defense are located in the tile, position-wise. I would personally find it hard during a game to take into account all of these positions for all tiles. Have you considered placing the attack/defense values already on those active corners/edges? I am thinking something like the final fantasy VIII card game, in which each card has 4 numbers (one per side) and you immediately see what they do when you place them and which side will be forever blocked by the map edge and so on. This would also allow you some value asymmetry e.g. a snake could have strong attack on the head side and lower defense on the flanks etc. (I might be straying too much at this point ahahahaha)
2) In my experience (which is not massive TBH) the idea I got is that upgrades which just affect the numerical number may not be considered exciting by players (though they might bring strategic advantages and possibly lead to victory). In Kabula, I started removing these upgrades and instead giving players the possibility to create combo or unlock special skills. In your game, I thought that instead of having a +1 to defense I might enjoy more having the card with the same numerical value but with some perk such as "you can rotate this tile 90 degrees instead of placing a new one" (this just makes sense if attacks are directional)or "in your turn you can destroy this tile and any one tile of the opponent". Something on those lines. Again maybe this has nothing to do with your game and I am clearly just tossing ideas, I might hit a target or miss it completely! Cheers, Antonio
I think the card/tile design looks pretty nice.
Here is a PREVIEW of one (1) card which demonstrates MY TECHNIQUE:
This shows how SOME of the stats are improved from one version to the other. BTW you can click on the IMAGE to get a new tab with a larger and more clear view of the three (3) samples...
Cheers!
Note #1: Some may say this is "Pay-to-Play" but not really. Yeah so the RARE cards are a BIT stronger. If I do a dissection of these Wizard Cards, it goes something like this:
The Uncommon card has a +2 Defense BONUS when you unlock the 2nd Tier of Experience.
The Rare card has BOTH a +3 Attack and +2 Defense BONUS... So it builds upon the Uncommon card and is just slightly better when using the Ex-P Crystals (Orange ones).
And so you see ... It's not REALLY "Pay-to-Play". They are SLIGHTLY better. But getting a few RARE cards in a booster can mean that you can TRADE with your friends over the cards that you want to keep and those you agree to exchange...