u/Elegant-Lobster-1327

Image 1 — Trying different style for my Event Cards
Image 2 — Trying different style for my Event Cards
Image 3 — Trying different style for my Event Cards
Image 4 — Trying different style for my Event Cards
▲ 4 r/cardgamedesign+1 crossposts

Trying different style for my Event Cards

Hi guys,
working on my Solo card game, Road of Oppression, which was given a presentation here : https://www.reddit.com/r/BoardgameDesign/comments/1suiqzc/working_on_a_hardcore_solo_game/ . To resume, its a solo game where you lead a legion across half a continent (a row of 10 random event cards) to reach a Sanctuary to save your refugees. It is a hand management (troop cards), with morale, food, Command Point and refugees to manage along the way.

After lot of playtests by myself, and still a lot to do, I started working on the card UI (all images found online, thanks mostly to game-icons.net) and I'm undecided if I should go with column or row for the presentation of the "reward" of Victory, Pyrrhic and Defeat. This version of cards is made on Canva.

So basically :

  • The Title at the top
  • Type of event, then the "Resolution number"
  • The Key Words needed for Resolution
  • Then the three columns or rows depending of the Resolution.
  • At the back, for now, I'm gonna put an image related to the main type of Event (Army, Leader Army, Climate, Environment, Construction)

So what do you think? What should I improve about the cards? (Image are all subject to change one day)
Any questions about the cards or the game?

The game has been really fun until now, the mechanics are well rounded (can I say that?), and I start to think about trying to find playtester soon, so I want to make the cards more readable and easy going. (v01 was hand writting, v02 and v03 all with Component Studio with no images and all)

u/Elegant-Lobster-1327 — 5 days ago
▲ 4 r/cardgamedesign+1 crossposts

Hi guys,

among many projects I'm working on, there is this solo game inspired by the Chain of Dogs (Malazan). Prototype name : Road of Oppression, now at its v.0.2.

The game : You are the general of a legion that needs to protect civilians along a desert path, where environmental, social and climate events occurs, among armies that want to stop you and kill all your troops, and all your civilians.

The main mechanic : With a hand of 10 troops (among 24 for now), each with key words, you reveal event one by one and need to resolve them by choosing which troop will deal with that event. Each event have key word (the same as the troops) and you need to deal with a number (4 to 8, depending of the type of event). If a troop have 2 or 3 key words that work, they count for the total. You can also spend Command Point to active 1 key word for a base troop (or 2 for elite troop). Each key word have special effect that can be activate like that.

The goal : Dealing with the 10 events along the path and having at least one civilian to arrive at the Sanctuary.

Other mechanics are :

  • Each troop have a Last Stand effect, when played, kills the troop but offer a key word effect or something equivalent without paying a Command Point.
  • Food and Morale are present. Food is consume by civilians at the end of each turn, and each Rest. Being at 0 in food make you lose morale instead, and morale at 0 is then a lost of civilians.
  • A turn is basically : you reveal the event in front of you, deal with it (3 degree of success, half-success or defeat), then you end turn with food consumption.
  • Degree of success :
    • Success : You deal with the number of key word necessary, and move forward, receiving something a Gain, but something loosing either troop or civilian along the path.
    • Half-success : You deal with at least half the key words necessary, and read whats happening.
    • Defeat : You couldn't deal with the key words, so normally you can move forward and lose typically troops, civilians, morale and even foods.
  • You can move around most of event by going either north or south of it, except an ambush. Some event, like Environmental reveals to you what is north and south, and you can then choose a path.
  • Rest : All troop played in a event go in discard, and to gain them back in hand, you need to rest. Except when some event allows it (for example a Fort you took and succeed that offer a free rest without lost_ you need to lose a troop that will play its Last Stand effect, then go in the graveyard**.**

No picture of the game yet, as all cards are hand made, no images on them and all hand-written in french XD, but some will arrive soon in a future post.

I was wondering if a game like that could be interesting to some people. As for now, I play tested it a few times, taking lots of notes and ended up with my v02, which is going to be printed (using Component Studio to make the card).

If you have any question on the game, ideas or even critics on the core mechanics or other things, i'm all open to them!

And if you are interested by another game I'm working on too (yeah, working on many because dad at home with a baby, lots of time to think and... write, and... design, but not that much to play test XD) here's the link : https://www.reddit.com/r/BoardgameDesign/comments/1run6ue/oathburners_escouades_br%C3%BBl%C3%A9es_a_malazaninspired/
Yeah, its another Malazan inspired game, but be sure, i've got ideas outside Malazan, its just that those 2 went past the 1st prototype. Got few others with Royal Theme, one that I tried a few times with friends, but I'm not quite ready to present it just yet!

Also, thanks for this community to be here, I read a lot here, and yeah, I do not write on a lot of post as I do not know what to say. Even now, it took me some time to write about my games online., but I was convince to do it!

reddit.com
u/Elegant-Lobster-1327 — 21 days ago