I figured I'd share an update concerning the "Actions" available in "Quest v2", the 2nd Edition of "Quest Adventure Cards(tm)".
So while I shouldn't really be working on this Design since it is really not at the point I can make something commercially viable, it is still a real "passion" project and for some reason the ideas have been flowing for this design.
Best if I explain how "streamlining" the game's Actions has made for a better concept/design.
In the prior version, I had eight (8) Actions planned for the game. And I realized that when designing cards ... That was TOO MUCH. If there were eighteen (18) cards, that would mean about 2 per Action. Not great. And of great concern for me ... Because it needed to be less variety and more of the "core" Actions.
This led me to remove the "Shuffle" Action and make it an Action that can be done on each and every Fragment (card) at a cost of at most 3 Income per Hero.
Next I was left with seven (7) Actions and I realized that the "Fortify" Action could be removed since it was a variant of the "Convert" Action. It basically had a one-to-many relationship and the "Convert" Action is many-to-many and therefore more versatile.
Of course this meant that I had six (6) Actions left over. And the "Train" Action was too similar to the "Convert" action and so I felt it would be good to change it to an "Input Party" produces an "Output Party".
So let's look at a "Train" example:
Let's say the LEFT side has Yellow + Red Heroes and the RIGHT side has an Orange Hero. (Expressed as: Yellow + Red ^ Orange). It means: "For each Yellow and Red Heroes, you gain one Orange Hero." So another way of accumulating more Heroes for the Active Quest and growing the overall party by one Hero.
It's been a very intense couple weeks and this design has been in the fore-front of my thoughts which is helping me to tighten this design to something much more "streamlined".
There is still the requirement that you NEED a "Recruit" Action fragment (card) to start a Player's Build Engine to be able to do something... Because you cannot do nothing without A HERO (or several). And the only fragment (card) that allows you to get Heroes are the ones with the "Recruit" Action.
That concludes my work over the last couple weeks. It's been slow going but still very positive. Like I said, I shouldn't be working on this design... What can I say, I got some good ideas and re-worked them into something real!
Cheers.
Because of the removal and re-purposing of some of the Actions, I have been forced to re-tweak (think fix) the first 22 cards from the first Quest ("The Dwarven Miner").
These were minor corrections, since as I said in the OP, some of the Actions were not very useful and could be replaced by many-to-many Fragments which are much more compatible with the game in general (more flexible).
Here is the NEW distribution:
This seems to be okay. Notice you can populate your deck with up to three (3) of each Fragment... So enough variety to figure out the best possible Deck given this distribution. Cheers!