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Need some ideas

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questccg
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Okay, along side my new card game I have been working on during the last 3 months, I am also trying to overhaul Quest Adventure Cards (2nd Edition).

I have created an open-system which is the following:

Hero* - Monster* - Treasure*

So basically a Quest requires 3 cards to be completed. Optional elements to score more points are as follows:

Hero* - Spell or Equipment or Item
Monster* - Lair
Treasure* - Character

(The * indicates required element as opposed to an optional one)

This system is great in that it eliminates the need to have "Quest" cards that say the purpose of the quest. Many people have said you have to always check those cards and the writting is kinda small. Another solution proposed was to design "icons", however then people need to match abstract icons - just as hard.

So I figured I would simply get rid of them. So far the system seems promising.

questccg
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A little more background information

There are only 2 types of cards in the game: Events and Quest Elements.

An "Event" is a "Take-that" type of card which players play against an opponent.

Quest Elements are the cards themselves (Ex. Champion is a Hero*, Diamond Pendant is a Treasure*, etc.)

questccg
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So my question is...

This is a hard question to ask, since you need to be familiar with the older system.

But here I go anyways...

Question: How do players obtain the cards?

Fact: Having more than 8 cards in hand makes it complicated to both hold and play with.

Fact: People do not like having 2 hands to manage (Hand + Treasury).

MarkKreitler
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Neat!

Sounds like a neat game!

questccg wrote:
This is a hard question to ask, since you need to be familiar with the older system.

But here I go anyways...

Question: How do players obtain the cards?

You're right, it's hard to supply a useful reply without knowing the old system. Could you supply a quick description, or a link to an older post that summarizes it?

For what it's worth, your Hero/Monster/Treasure system looks beautiful. So elegant! It sounds like you hope to simplify hand management the same way, which is admirable.

Oooh...just had a thought. I assume you had 8 cards and 2 hands to help players improve their chances of getting useful cards. If that's so, you might be able to steal a trick from the "Settlers" card game. That game divides all cards into 5 stacks, then each player gets to sort through 1 stack to pick starting cards. There after, players can discard to the bottom of any stack. This gives everyone some knowledge of where certain cards are. Works great, though it might not fit your game.

questccg
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Thanks for the settlers info...

Yes I am working on the "discarding" aspect of the game also. In the First Edition, there was a bug if you had required cards that were necessary and the landed on the bottom of the draw pile it would take too much time. A "work around" was to have them inserted randomly into the draw pile. It works but it is not very elegant. It is a fix not a solution (another glitch that needed resolution in the new Edition).

I have at the moment 2 hands: your hand (8 cards) and your treasury (5 cards).

What I want to do is to discard to 2 "Quest piles" and 1 "Discard pile". Then a player gets the choice of either picking 2 cards randomly from the draw pile or 1 from the top card of either "Quest piles".

Events if not needed get discarded and Quest elements, get put on either pile. This way not all cards land up in treasuries and there is still chances to get cards you may have discarded earlier.

questccg
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Re-use of the First Edition

I am also planning to re-use the artwork from the First Edition in the making of the Second Addition. There of course will be new cards (about 40 out of 120 - so about 25%).

I will also be self-publishing using The Game Crafter (TGC). I will not be producing any "up-front" packs, this is something that I have learned along the way with the First Edition.

I want the game to be interesting first, so I will need to design a prototype and play test the new system.

Once play testing is complete, well if things go well I will self-publish the Second Edition (2nd).

MarkKreitler
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More questions...

questccg wrote:
I have at the moment 2 hands: your hand (8 cards) and your treasury (5 cards)..

What is the difference between these hands? Contents? Draw/discard mechanics? I guess what I'm really asking is, "What are all the reasons for having 2 hands?"

questccg wrote:
Events if not needed get discarded and Quest elements, get put on either pile. This way not all cards land up in treasuries and there is still chances to get cards you may have discarded earlier.

So players used Treasuries to hold expended quest items?

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