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Quest Adventure Cards v2.0: When to TAP?!

One of the concepts that I have been "struggling" with was "card rotation". Originally I thought that cards could rotate to different positions. And while this sounded like a "Good Idea", I have quickly learned that it leads to confusion...

When I decided that cards would have "resources" for BOTH players, it meant that rotating the cards was not necessary.

BUT... and it's a big one, how do you EXHAUST "Fragments"???

Like say you use a Boon which is a Magical Scroll enchanted with the Spell of "Fireball". (Simple enough) If on your TURN you use one (1) Action Point to use the scroll (given a minimum Intelligence check), and inflict 3 Fire Damage points to a Terror (say some kind of Minion with 4 Health).

If you USED the scroll on your turn, would it be a "one-time" use? Or would you need dice as counters??? Once used on a turn, you might need to TAP it... and wait until your end of turn to "RESTORE" it and allow your opponent to benefit from the "resources" this scroll offers to him...

So I think JUST "Taping" might be enough. MAYBE.

What about when you play a Terror like a "Black Dragon", you immediately put the card in play in your opponent's storyline and when you DEFEAT this card, you again would TAP it - producing no more benefits to EITHER player. It's as if the card would be removed/discarded.

I think this sounds like a good general rule: if a card is meant to be removed from the game (discarded), a player simply turns the card 90 degrees indicating that the card has been "Tap-ed".

Sounding pretty good so far?!

Any comments/feedback/suggestions/questions... Feel free to respond.

Cheers.

Comments

However this introduces ONE (1) problem...

What if you have a "Fragment" which is a "Challenge" and that challenge offers the player a REWARD for completing the challenge?

So is the card put into your storyline as TAP-ed? That wouldn't make much sense since the "Fragment" should produce "resources" for your opponent. However at the same time the Player does not immediately BENEFIT from that specific card.

Perhaps we will need "Winks" to keep track if a "Fragment" is available to the player... This is my only solution at this time.

Anyone else have any other ideas how this could be solved?

Just a thought

Can the Challenge Fragment card not generate a negative resource for you rather than a positive our for you opponent? At least until it is "defeated", then have it "flip" to give you a positive and you opponent a negative?

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If I get you right each timeline can affects the other this way? So when my deck gives me something I have to work on that is bad for me but not always good for my opponent.

This logic would make the following card types for player 1 (P1) and Player 2 (P2):

Good = good for that player
Bad = Bad for that player
None = no effect on that player

P1/P2
bad/bad
bad/good
good/bad
good/good
good/none
bad/none
none/good
none/bad

So if player one draws the good/bad that would be the same as player two drawing a bad/good. Because of what deck they come from.

Case one: Player one draws a good/bad card (good for player one)
Case two: Player two draws a bad/good card (still good for player one)

but the feeling of me drawing a good card that helps me and the feeling of my opponent doing it for me are two very different feelings.

So a good/good card might be helpful to both players in some way and a Bad/Bad might add Terror to both timelines.

And for bad/bad cards in my opponents timeline do I really want to defeat it for them to remove the bad thing from both of us... or as things stand will I wait for them to defeat it because I am not as effected as they are by it?

Or have either player be able "under the right conditions" flip cards from bad to good. Like, I start a fire in the woods of your timeline then you put it out...

just brainstorming

-Eamon

I understand - but it's not quite as simple as "Good/Bad"

I get from where you are coming from, stating that cards have benefits for either/both players. But the truth is that it's a bit more complex. Let's look at an example to better clarify.

Example: Fireball Scroll (Boon). Produces 1 Gold; 2 Dark Virtue.

So even if you could say this is "Good/Good", it's a bit more subtle. Why? Well when you USE (Tap) the Scroll, it allows you to inflict +3 Fire Damage to a Terror... Which could mean defeating a strong minion or a weak boss.

This means that although the card may seem "negative" to the player (but still producing 1 Gold), it has a BONUS "ability" which can help the player accomplish things in his own tableau/storyline.

It's always a question of "compromise" and "balancing". Sometimes you will introduce a card that is BETTER for your opponent, but it gives you a benefit you can use later on stronger cards (for example).

And realistically, we want ALL "Fragments" to serve a PURPOSE. Otherwise why create a card if it's never played. And I'm thinking about Magic: the Gathering when I state this. In Magic many, many (did I say many) cards are not useful for competitive playing. What's the point of this NON-SENSE?!?!

Just to add FILLER cards that are pointless and will never be used?! I want to avoid this with "Quest AC2". Sure maybe as you progress with your deck, you may want to remove lower scoring "Fragments" - BUT if those "Fragments" have additional BONUSES - it may be worthwhile to keep a weaker card for some specific purpose during play.

So every card is "Good/Good"... But who it benefits MORE is relative to the card/"Fragment" in question. It may be a weaker "Fragment" with a STRONG ability which may generate more "resources" for the opponent. But like I said, it may be useful in "Combat"/defeating "Terrors".

This design is still very much a "WIP" (Work-In-Progress). But I welcome your ideas! It's nice to have feedback from other people too. It helps in analyzing the design (or some aspect of it...)

Cheers.

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