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Help with Thematics for Cards

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Taavet
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Joined: 08/15/2008

The game I am working on is a pick up and deliver race where each Merchant guild (sailing boats) competes against each other.

I am looking for some refinement and feedback on the cards.

Title: In line with the theme if possibly but a word or short phrase that conveys the meaning of the card.

Theme: Wording which would make the cards more thematic, including flavor text such as things the crew or captian might say (humor a bonus). Mind you they aren't pirates but established Merchant guilds which 'might' occasionally smuggle.
If someone really wanted to run with it and develop flavor text for 5 different guilds giving each of them a little different feel/backstory that would be awesome.

Understandable: Any way to better phrase or get across the meaning of the cards. I think the fewer the words the better. Or if clarification is needed please ask so I can add to the cards.

Market Analysis:
You may look at any port’s remaining goods or destinations. Keep them in the same order afterwards.
Open Seas Training:
Select any Navy ship. That ship cannot move for the remainder of this Day.
Sabotage:
Select any Merchant ship. That ship cannot move for the remainder of this Day.
Trade Agreement:
Select a ship besides one you control. You may move that ship up to 4 spaces.
Critical Delivery:
Select a ship you control. You may move that ship up to 3 spaces.
Favorable Winds:
Choose 2 ships you control and move each of them up to 2 spaces.
Informant:
Look at the cargo (goods and destination) of any ship.
Bribery:
Play this when your ship is getting inspected. Your ship becomes immune to the Navy ship inspecting it until it delivers its' cargo.
Back to Sea:
Play this when you deliver cargo. You may immediately reload your ship at no additional cost.
Veteran Crew:
You may play any 2 additional Tricks of the Trade cards this turn, including one you just drew.
Well Organized:
You may use 5 Action Points this turn instead of the regular 3.

All feedback appreciated!
Thanks

salish99
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Joined: 02/22/2010
Looks good so far. A bit more

Looks good so far.
A bit more on the mechanics would be nice. How bad is it to lose a "day"? How many actions are there per day?

Traz
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Joined: 04/06/2009
flavor text

Why can't any of the Guilds be pirates? Why can't ALL of the 'Guilds' be pirates? As to flavor text - just bust out any of the 1940's era pirate movies and get quotes. ;-)

Your cards are very intriguing and I already want a copy of the game! If you could give us a bit more background on the world, we could probably give you the suggestions you're looking for.

Give us more and we'll hook you up!

Taavet
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Joined: 08/15/2008
I do love pirates, but...

Traz wrote:
Why can't any of the Guilds be pirates? Why can't ALL of the 'Guilds' be pirates? As to flavor text - just bust out any of the 1940's era pirate movies and get quotes. ;-)

Your cards are very intriguing and I already want a copy of the game! If you could give us a bit more background on the world, we could probably give you the suggestions you're looking for.

Give us more and we'll hook you up!

LOL, thanks for the support and interest.

The guilds could be pirates but they don't do any pirating so what kind of pirates would that make them. The time period is set in an exploration/colonization era with sailing vessels (Pirates of the Carribean type). Steady prosperous trade, closed sea (like Black Sea) large Navy presence so NO pirating and very little smuggling. Standard sailing crew (rigging, sails, ect). The game has more of a Euro feel to it and is focused more on deducing who is carrying what in an attempt to tip off the Navy and prevent other players from smuggling while at the same time hoping to successfully smuggle your own contraband.

Each player has 3 AP to spend on their turn and there are 2 turns (BeforeNoon and AfterNoon, or could be Day and Night) each Day (24hr period).

OK, hook me up now!!!!

PS: If anyone wants to playtest it let me know and I could provide the documents to print out.

Traz
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Joined: 04/06/2009
No pirates? What dastardlyness be this?! ARH!

Taavet wrote:
The game ... is focused more on deducing who is carrying what in an attempt to tip off the Navy and prevent other players from smuggling while at the same time hoping to successfully smuggle your own contraband.

Dude! Sure sounds like piraty stuff to me! Arrhh!

Ok - you've convinced me - send me what you have and I'll give you some serious feedback. Send it to-

cehendrix@sbcglobal.net

AARRRHHH! ;-)

DogBoy
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Joined: 12/15/2009
Suggestions

These are some more whimsical / comedic titles and theme text for the cards.

Lucky Guess (was Market Analysis):

You may look at any port’s remaining goods or destinations. Keep them in the same order afterwards.

"Trader John usually has fine silk. Possibly nutmeg not silk. And I might mean Trader Jim."

Hung Over Captain (was Open Seas Training):

Select any Navy ship. That ship cannot move for the remainder of this Day.

"For the last time, FIRE THOSE CANNONS MORE QUIETLY!"

Forgot to Raise Anchor (was Sabotage):

Select any Merchant ship. That ship cannot move for the remainder of this Day.

"I thought YOU were doing it."

Creative Navigation (was Trade Agreement):

Select a ship besides one you control. You may move that ship up to 4 spaces.

"It's a short cut." "On the OPEN SEA?!"

Dump the Excess Weight:

Select a ship you control. You may move that ship up to 3 spaces.

"He was a terrible cook anyway."

Dirty Snitch (was Informant):

Look at the cargo (goods and destination) of any ship.

Shore Leave is Cancelled (was Back to Sea):

Play this when you deliver cargo. You may immediately reload your ship at no additional cost.

More Grog (was Veteran Crew):

You may play any 2 additional Tricks of the Trade cards this turn, including one you just drew.

Panic (was Well Organized):

You may use 5 Action Points this turn instead of the regular 3.

"Wait, today is THURSDAY!?"

Taavet
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Joined: 08/15/2008
I LIKE!

DogBoy wrote:
These are some more whimsical / comedic titles and theme text for the cards.
Thanks, DogBoy!!

Forgot to Raise Anchor (was Open Seas Training):

Select any Navy ship. That ship cannot move for the remainder of this Day.

"I thought Captain ordered YOU to do it."

  • Just to make it more family friendly. Better to not have to explain hung over to your kids, although I REALLY like the thought of trying to fire the cannons more quietly!

Managed Misconduct (was Sabotage):

Select any Merchant ship. That ship cannot move for the remainder of this Day.

"Oops, that can't be good."

Whitless Deckhand (was Informant):

Look at the cargo (goods and destination) of any ship.

"Cap'n would have me head if I told you we was carrying Spices to Fencord."

Shore Leave is Cancelled (was Back to Sea):

Play this when you deliver cargo. You may immediately reload your ship at no additional cost.

"Thar be no landlovers on my crew"

Seaman's Lore (was Veteran Crew):

You may play any 2 additional Tricks of the Trade cards this turn, including one you just drew.

"Never a Sailor known who could out perform Old Grog"

What do you think of these changes/additions?

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