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Best way to represent this skill tree?

3 replies [Last post]
Joined: 10/12/2013

So our game is fairly advanced, and we're looking for the best way to represent our skill tree. We have four skills, each with a base level, which everyone starts with, an upgraded level, and a Master level, for which players choose two options. In other words, it's Y-shaped.

When making the player mats, we moved away from the Y-shape tree because of how much room it took. We instead went with a simple A -> B -> C line, and a double-sided tile for the last level. We use a cube to track where the player is on the first two levels, and then the tile does the trick when you reach that level. It just feels clunky to have that cube, then throw it away when you reach the last level. We thought of having two double-sided tiles, one with level 1 on a side and level 2 on the other, and the second with the two options for level 3, but that would make it hard to see what the upgrades bring.

Is there an option we don't see? How would you present that part of the game?

questccg's picture
Joined: 04/16/2011
Something like this???

I'm not sure I understood 100% ... is my representation correct?

If so, well this seems functional and not taking too much space. You can use wooden or acrylic cubes to keep track where you are in terms of skills in the tree.

Is this type of design taking too much room???

If you want to save more space, use references to a small set of cards with your skill upgrades.

Like "Pottery", and then have a card entitled "Pottery" which describes the nature of the skill. And then you can have two (2) options:

  1. As you advance, you can discard the card from the same source.
  2. Or you can keep them as different abilities you can use.
Daggaz's picture
Joined: 12/19/2016
How different is the upgraded

How different is the upgraded level from the base level?

You could put the base stuff in parenthesis on the upgrade card if that is possible, keeping the card fipping mechanic which matches well with the good idea of flipping a card for the master-level choice.

So card one is base/upgraded
Side A
Base ability X
Base ability Y

Side B
Upgraded ability X
upgraded value (base value)
Upgraded ability Y
upgraded value (base value)

or something like that, obviously leaving out as much details as possible on the upgraded side.

ElKobold's picture
Joined: 04/10/2015
I would do it this way:

2 double-sided cards per skill.

Card 1.
Side A: Basic level
Side B: Upgraded level.
Card 2.
Side A: Master level A
Side B: Master level B

I think it's generally better to have abilities which can vary on cards, rather than on player boards. Cardboard is expensive (relatively) and weights more. Cards aren't (relatively).

You can have 1 player board per player and a deck (or two, or more) of abilities which can include much more different options, without having to include a brand new player board each time. So if you'll use 8 double-sided cards for your set of 4 skills, that's 6 sets in a 55 card standard deck and 13 in a 110 card one.

Makes it much easier to expand as well.

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