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New Card Designs - What do you think?

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Knicksen
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Magic Maelstrom - Existing Resource Cards
Magic Maelstrom - New Resource Card Designs
Magic Maelstrom - New Fate Card Design (Unit)
Magic Maelstrom - Further Revision, black Fate card Combat, Ancestral Host
Magic Maelstrom - Further Revision, black Fate card Event, Huldrekall
Magic Maelstrom - Further Revision, black resource card
Magic Maelstrom - Further Revision, black Fate card Unit, Sjoormen
MagicMaelstrom__d3_Cards_Fate_SjoOrmen_rgb_web_2.jpg
Magic Maelstrom - Further Revision, green resource card

UPDATED WITH NEW REVISED DESIGNS.

This is a cross post from my Magic Maelstrom game blog - I'd like to know what you guys think?

Here are the new Resource and Fate Card designs, plus the new Fate Card content ideas, revised following the latest round of playtesting, with some balancing of effects and greater clarity of card purpose.

One of the main pieces of ongoing feedback has been that players have found it confusing as to what some Cards could be used for.

I have now changed the card layouts to explicitly state the main Card actions.

The images above show a couple of the new Resource Card designs (with a shot of all of the existing cards for comparison). These now clearly state what Unit you may choose to build and that you may alternatively use the card colour to activate an area.

And there's an example of one of the new Fate Card designs. This one clearly states that this is a Unit card and that you may alternatively use the card colour to activate an area. Each Fate Card will state whether it is UNIT, EVENT or COMBAT card. A few may have a combined potential use.

And I've made a PDF of the new Fate Card contents, which I think have some interesting ideas in them, please have a look and let me know what you think.

radioactivemouse
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I'm not a big fan of "same

I'm not a big fan of "same color on same color" designs, it drowns out what needs to be highlighted. The text on the resources are fine, but I would have a frame around the text so it's easy to read.

Same goes for the card ability text. From far away, it just bleeds into itself. Players need to find their information easy and quickly...especially for new players.

At least that's what I see.

SLiV
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Some suggestions

The resource cards look nice, but I don't understand why you would change the text color to black on black cards. I would stick with consistency and make all the card names white.

As for the Fate cards, I think that right now the boxed text looks a bit ugly, to be honest. The current box is not distinct enough, which makes it look like it's just one big blob of text. I would change the background color inside the box to white (or perhaps a lighter tint of the main color), with black letters for the card ability text.

SugarPillStudios
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Less Contrast

I think the background, in the area framing your card specific images, is too distracting. I think that either changing that texture/pattern or lowering the contrast of it, so it is less busy looking might help. Best.

Knicksen
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Addressing your feedback...

...firstly, thanks, good to get your comments.

Got similar feedback over on the Card & Board Game Designers Guild Facebook page (https://www.facebook.com/groups/320445024722916/).

Key thing is the white on black background text, so I've changed that to white to test it.

On the text box ugliness - I'll have a look at that part of the design.

Finally, the background / frame (SugarPillStudios) - is this modified by having the text box clearer, or do you still think it needs tweaked?

Image here -> http://www.bgdf.com/node/12986 and added to first entry of this post.

radioactivemouse
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Question: Have you playtested

Question: Have you playtested this game yet? I'm getting the feeling that you're creating and finalizing the look before even playtesting the game.

Corsaire
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radioactivemouse

radioactivemouse wrote:
Question: Have you playtested this game yet? I'm getting the feeling that you're creating and finalizing the look before even playtesting the game.

From the OP: "revised following the latest round of playtesting"

Knicksen
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Mr R Mouse: Playtested, Blind Tested, Playtested...

...and round you go.

What I'm doing now is finalising certain elements of the game graphic design to answer playtester feedback on clarity and wanted to get some game designer feedback.

See my blog for a ton of details on the gradual development to get to this stage.

From here:
http://magic-maelstrom.blogspot.co.uk/2012/10/game-design-notes-and-insp...
where it started as Mists andMagics

to now:
http://magic-maelstrom.blogspot.co.uk/

radioactivemouse
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That's fair. I only ask the

That's fair. I only ask the question because just saying, "latest round of playtesting" could mean anything from actual testing to "my mom played it".

But regardless of the obvious mistake on my part, I hope my crit helped. Good luck on your game.

Knicksen
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Radioactivemouse...

That's what I took from your questions and thought it both reasonable to ask and for me to answer.

Yes, your crit helped - any feedback is useful, particularly when I'm doing this in my spare time and need outside views.

Knicksen
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Further Revisions Now Done

OK - I've now done a fesh set of revisions to the designs. I'm keen to settle on the best possible before I start cranking out the exported images for printing new playtest sets.

As before, I've added them to the top of this thread and also put them on the blog - see http://bit.ly/14fQga7.

Any final comments?

radioactivemouse
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Looks really snazzy. One

Looks really snazzy. One thing I would do to emphasize the card title is to probably place a drop shadow on it.

But that's more or less just aesthetics.

Knicksen
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Thanks...

...think I'm there with these cards, now on to revising the Characters Cards and the game tokens.

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