I'd say you're right on target, Gregg. Keep up the great work! :D
Dungeon Draw (micro PYL card game)
Been a while since I looked at this...but wow! Looks great Gregg. Super stuff!
No hard feelings on dropping the Blob, man. :)
The game is looking very strong! You've obviously thought hard about the feedback you've received and though the game seems a bit less interactive, player choices on their turn seem much more interesting. The monster powers are nicely integrated as well. I like how you streamlined to develop the Wolf's special ability, and the tweaks to the Key, Trap, and Torch/Map seem effective.
Here's to a successful publishing bid for you! :D
After placing the 4th card in the dungeon and checking damage, if you are not defeated, shuffle the Zombie back into the deck.
I suggest you change the FAQ text to something like this:
"Once the Zombie is placed in the dungeon row, you can remove it after the 4th card past the Zombie is resolved."
The meaning I think you're going for is the fourth card AFTER the zombie has been revealed, not just the fourth card in the dungeon row. The text on the Zombie card seemed clear enough to me, but maybe rewording this FAQ entry can clarify further.
I'm not exactly certain what language you want to use when talking about how to "resolve" a card, since you have the "Enter" descriptor and follow it up with a description of "Passive powers."
That's the only issue I could see as a problem with your current ruleset. Hopefully the suggestion makes sense.
These cards are looking great. I like the simplicity and consistency that you have moved towards.
I haven't tried playing the game since one of the very early versions, which was pretty good fun back then, so I'm looking forward to checking out your shiny new version.
Happy to see this one again, Gregg. :)
I'll be at a game designer's convention over this weekend. I'll be sure to print this out and have a go at it with a few other designers and playtesters in the coming days.
At a glance, I say keep the Cursed Coin's power (which I noticed you switched from the Wolf, by the way), though I understand why you might want to be rid of it. I personally prefer drama in solo and PYL games, and this adds to it, but it does leave a significant swing of damage up to chance. I think it depends on what you want to go for in this game. Again, I ought to have some feedback for you after this weekend.
Anything else in specific where you're seeking feedback? Please post it here.
EDIT: One thing I noticed about the Genie and the Magic Lamp. It's a very similar mechanic to the Treasure Chest and Key, so if you want the player to use the special effect only once, I recommend you print it only once between the pair of cards.
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Sorry LOS but the Blob just didnt fit for me anymore. We have since changed it to the Goblin Thief and shuffled the monster types around (but not the iconic Dragon or Watcher!) Here is a sample of the GT:
Also, I am excited to announce that a recent playtest approved bonus card will be added to the game. The Necromancer is an optional Mini-Boss (not a monster) that adds more player interaction and tension to the game! All mini-bosses require a "mini-boss battle" also known as Rock, Paper, Scissors against another player. If you win, the boss is defeated and flipped face down. If you lose, something bad happens. These are made optional so players can decide whether or not to include them in the game, depending on the audience and pace of play. Here is a sample of the Necromancer:
Another Mini-Boss is still being playtested that has the winner stealing a coin from the loser!