So I'm struggling to work out the best layout for the cards in my game as I try to find the right balance between text and icons
This is all my own WiP placeholder stuff, I'll be getting someone else to make the UI look a lot better before trying to produce this. UI stuff is far from my speciality and I'm just trying to make a functional prototype for now, but I can still test different means of conveying the information to the player without doing fancy graphics for it.
So attached is a comparison of the presentations I'm playing with at the moment, trying out icons instead of text. The text (as shown on the bottom card) would instead be described in a summary card and in the rulebook, so the players would just have the icons to look at but (hopefully) they would remember or easily be able to check what they mean.
I ended up adding that because in every playtest I got asked "can I play this after rolling". I guess I could just include a comment about that in the summary sections (like "all modifiers must be applied before rolling") since that applies to all challenges.
I think I've hovered too much over my playtesters and explained too much for them so they haven't often looked at the rules themselves. I'll be doing some blind playtesting soon.
The reason I want to keep the entries where they are is that it gives this nice consistency across the cards so players can quickly just look at a card and already know where to find the self-helping and other-hindering stuff (all contact cards have two self-helping effects and one other-hindering effect in those exact positions)
Other types of contact card have different abilities and couldn't be combined in the same way.
But yes I think I'll add the "or". I don't think the bulletpoint icons make it obvious enough. I'll be able to find some balance between icon size and room for "or".