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Quest Adventure Cards v2.0: Another iteration

In my mind, I picture the MOST "Epic" Journey you will ever take... I want the Second (2nd) Edition to be one of the GREATEST games you will ever play!

The good news is that I can picture (sort of) the type of game that will be so different from the other Collectible Card Games (CCGs) in that you are building a journey as opposed to simply combating an opponent.

Quest is NOT Magic.

And that's what I really like: to unlock the potential of a different TYPE of game that could become immensely popular.

How am I going to do it? I have a VISION of what the game should be like. But translating ideas into a concrete game - can be difficult. I've stumbled over this game before... But now I have a PLAN!

I am desperately trying to FUSE the vision with reality. And it's very HARD - because when I think about the game - it's easy: the game is composed of "Fragments" and you thread together a story.

That part of the "explanation" about the game is EASY. The hard part is figuring out HOW to put the game together!

Anyways I'll blog some more about some innovative ideas I have gotten with the Fourth (4th) iteration of this game...

Comments

Open Market

Okay so ONE (1) of the innovative ideas has to do with "currency".

2 Silver coins = 1 Gold coin

Nothing really innovative there... Let's continue.

3 Type of Jewels: Rubies, Emeralds and Sapphires!

Not really a big deal either... here comes the innovation.

Jewels each have a MULTIPLIER: 1x, 2x or 5x.

The lowest amount of one Jewel, makes it the most precious and earns it a 5x multiplier... That's right each time you play, the value of Jewels will be different than the previous game.

The highest amount of one Jewel gets NO multiplier (1x). And the one in the middle gets a 2x multiplier.

So it's sort of an "Open Market"... Tell me what you guys think!

Bartering

Seems like a neat system to play with.

I did a search on this idea of yours about using jewels that can be bartered with.

Check out these sites:

1:The Aztec Economic World : Merchants and Markets in The Ancient Mesoamerica.

2: Bazaar Board Game.

These two ideas or sites may not be what your looking for, but this is how it came to me of what your working on since you are using jewels with multipliers in your game.

Just a rough idea to see what you haven't seen out on the market so far. Hope this helps you out.

Stormy.

Cool

Exciting stuff, Quest - way t' be!

Ya know, it's funny... You can have an idea for a game, and somehow in your mind it all seems to work as a matter of course. But then, when you try to nail it down, you realize much of what you thought was there was really just shadows, and giving those shadows form is quite another matter.

It makes me wonder about the very nature of inspiration. It's as though the game is complete somewhere and you're just trying to uncover it, like an archaeologist sweeping away at some dino-bones!

I can tell how inspired and empowered you are! Your completed perfect game exists in some sense - almost like Plato's forms - and you know this instinctively. It can be done, and you are just the guy to do it!

"it's easy: the game is

"it's easy: the game is composed of "Fragments" and you thread together a story." (quote)

So I would use the monetary functions of the game to purchase educational items/mysterious secrets (fragments). And gathered together these fragments would eventually unfold into a complete story? So it could be an (educational) historical story, and/or a detective story, or such?

These are thoughts that came to me, but... Maybe I missed previous information on your game idea and the story details and I'm way off.

Fragments as pieces to a story

As @Brian has said, the inspiration for the game exists... But I have not nailed down the "design".

As I picture the game, you play elements of a story you design. There are two storylines: one yours and one your opponent's.

Each player starts with one card: their Capitol. Then they build a "map" of locations which is comprised of fragments...

For example: "Lady of the Lake" (remember this is just an example...) but this card would be a "character" and it would "unlock" the special item "Excalibur". "Excalibur" would be a permanent piece of equipment that grants "+4 Strength" (Benefit) and must be equipped by a Fighter (Constraint).

The goals would be to reach a certain income or lose by "Dark Virtue" meaning your realm is terrorized by villainous monsters...

Something along those lines. So it's not a "detective" story - it is a FANTASY story you are trying to put together and "resolve"...

My biggest problem is...

At the moment, what I am "struggling" the most with is HOW to choose which cards ("Fragments") get played as "placeholders" for Events in the storyline.

Again with some "dumb" example(s):

1. You capitol city is "Camelot". If produces 4 Gold per turn. Gold is NOT accumulated instead it is made available per turn. So this means that "Camelot" gives the player 4 Gold on his turn.

2. "The Lady of the Lake" in CONNECTION with "Camelot". Once resolved, this card gives a "Fighter" the ability to harness "Excalibur" which gives a permanent ability of "+4 Strength".

3. How to "resolve" this card is still under development.

This is where I am at in terms of development... But I picture the play area to be ripe with cities, special events, etc.

And generally a way to "recite" the adventure once it has been resolved... I want an "open" system with some kind of rules engine (using icons) that can control HOW the "Fragments" get put into play.

I'll post some more - when I get newer ideas...

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