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Quest Adventure Cards(tm) — 2nd Edition : Player Layout

That's the "Player Layout" for "Quest v2". It's still very much a Work-In-Progress... But I think I'm homing into a layout that is functional and original.

I've use the term "Expend" to indicate that a "Treasury Card" has been used.

I have since corrected the diagram to a more "realistic" representation.

Enjoy the preview... No doubt something MAY change. We'll see!

Comments

I can't see it

Quest, unfortunately I can't see your layout. If I click on the picture it just blocks the page!! That's a problem with the server I'm on, not your link.

Chains Fragment resolved

I definitely think that this is MORE of actual representative version of an actual game...

I say this because I revised the Chains (which used to have nine Fragments). This meant that the player's "Attraction" must be at NINE (9)! That's a bit too high for the "Fighter" Heroes that will be included with the "Starter Kit".

Instead now there are five (5) Chain Fragments. I also added one more Resource Card... Now there are five too (3 expended and 2 available)

No more in-congruences with the SAMPLE "Player Layout"... It's not 100% exact to a real life case. But getting there.

Cheers!

Try it with a SmartPhone/Data

Funny... There should be no reason to "block" the page... There nothing on the image that requires "filtering". It's a sample layout with cards and arrows to positions in the layout.

See if it works with a SmartPhone/Data...?

What kind of "Server" are you on??? And why is it filtering images from my shared image folder?? I use my own website to HOST images because BGDF has a limit of 10mb. That's rather small... My own website has UNLIMITED amount of disk space (no quota).

Strange indeed!

Note #1: Right-Click on the image and see if you can open it in a New Tab... Maybe your browser may be "blocking" POP-UP Tabs... I did this because for most people it's easier to simply CLICK and have a New Tab pop-open automatically. Maybe the POP-UP is being blocked...

https:

I had to manually add an s to http: then it opened right up. I'm on the Ships server, they have all kinds of blocked content etc for their security plan.
So with your layout. Are there 3 active quest cards, with 1 enemy fragment card in the middle? Can you explain?

Why are there two different

Why are there two different "levels" of resource cards? Available vs. expended? If so, if the player has only one type or another, it looks like it would be hard to tell which category they were in. Why not just tap?

If each person has their own personal deck, I assume it won't be too hard to keep the enemy cards from mixing with your own??

Sure, no problem

evansmind244 wrote:
...So with your layout. Are there 3 active quest cards, with 1 enemy fragment card in the middle? Can you explain?

Yes on this TURN, Player #1 has decided to "expend" three (3) Treasury Cards and play 3 Quest Fragments. During the process the opponent has also played 1 Quest Fragment presumably a Monster, Minion, Trap or Cursed Loot.

As I mentioned before the idea is that some cards will "steal" Resources (Acrylic Cubes) from Player #1... Making his Quest less effective. Ultimately the process ends with a "Convert" card which means that the Quest's Resources gets converted to "Virtue Points" (VPs).

That's the whole Build Engine part... The Fragments are like a cascade of "pieces" that together result in point gains or losses.

Expended vs. Tapped

Jay103 wrote:
Why are there two different "levels" of resource cards? Available vs. expended?

This is like Tap vs. Un-Tap. Treasury cards "moved" upwards are "Expended"... Another way of looking at it, is instead of turning the card, you move it forwards to indicate that it has been used. The reason I went with "moving upwards" because you could have like up to nine (9) Treasury cards and having this many at TAPPING would use up a lot of table space...

Also some cards have a "passive" BONUS which produce more Treasury Points (like for example: Treasury +1 or +2).

Jay103 wrote:
If each person has their own personal deck, I assume it won't be too hard to keep the enemy cards from mixing with your own??

The only time cards from the opponent "mix" with your own is in the Active Quest. But this means that the opponent cards are "up-side down" and placed "half-way" towards their side of the table. Otherwise cards from your opponent do not mix with your own.

Ah I see some clarity from this Player Layout

What I have observed just with looking at the "Player Layout" is that for EACH "Treasury Card" you Expend, you may play one (1) card into the Active Quest. This would mean that from the example, the player could play from 1 to 5 Quest Fragments...

I was going to go with the COST of each card... But instead will do a one-to-one type of mapping.

The Point Values of the cards will be used to balance abilities. Like for example if a Fragment for a Cursed Boon "Malefic Sword of Doom" has an Active Ability such as: "Return one (1) Character from a Quest (Power > 5)"

The Power balances the card. What this means is that you must have a very strong "Character" (with a power GREATER than 5) such that this card is trumped by the Sword... And it returns to your one of your "Chains".

There could be EVEN MORE POWERFUL cards that can DISCARD a "Quest Fragment"... Such as a "Azanth Taker of Life" is a Red Dragon (Monster) and has an Active Ability such as: "Discard one (1) Character from a Quest (Power > 3), Discard this Fragment afterwards". This means that you can only use the Powerful Dragon ONCE per game. The Sword can be used time and time again...

Giving you some further ideas... I'm just THINKING about how the Fragments are supposed to work. In this case because @Evan wanted to know more about the "Enemy Fragments". So I figured I'd invent some IDEAS about how those cards work and are a part of the "Build Engine".

There is a "boat-load" of elements to the game...

This means that there are a "boat-load" of "modifiers". Modifiers are things that alter one other aspect of the game. And there are generally rules... like for example a Passive Ability to grant Bonus Treasury is capped at Treasury +3.

That's the rule.

Then you have to create a BUNCH of cards that OBEY this rule. And this creates a bunch of Fragments which seem to offer up different abilities and are worth different values and rarity.

Then you can BREAK the rule.

Like a Passive Ability "Treasury +5" (Legendary card) ... "If you have less than 3 Treasury Cards in play." This is a GREAT card "early on" in a match. And we've broken the "up to Treasury +3" rule.

That's what is so COOL. There are a TON of card options. And I'm offering up SAMPLES ... Just for the sake of "explanation".

Note #1: These are EXAMPLES only. I'm just explaining what the various aspects are and how they work ensemble. That +5 card may be TOO powerful... But again it's a Legendary card (which is about 1 out of 300 or 0.33%).

Note #2: We can "control" the awesomeness of this card by adding: "Only Quest Fragments (Power < 4) may be played." This would mean AGAIN a good "starting card" but has upper limits later in the game.

About the Sword of Doom

Various FLAVORS of this card could EXIST also. It's Active Ability reads:

"Malefic Sword of Doom: Return one (1) Character from a Quest (Power > 5)"

The DEBATABLE word in this Ability is "Return". What does "RETURN" mean???

  • It could mean to return to the Player's Hand.

  • Or it could mean to return to one of the Player's Chains.

  • Lastly, it could mean to return to the Bottom of the Player's Deck.

This means AT LEAST three (3) VARIANTS of this SAME card. So you can imagine how all aspects of the game allow you to design cards (or Fragments) that are part of this game's Universe and allow a whole lot of designed cards to have VALUE with a variety of subtleties.

If you "examine" Quest, the Original Game...

You'll see that much of the "current" Player Layout is inspired by that game. The Chains section goes back to the Original Game's Play Area and the completion of three (3) Quests.

The "Resources" were inspired by the Original Game's Treasury... But I "borrow" some of the concept from BOTH Magic and Hearthstone. This could be a Mana Track. But I couldn't use Mana because that's not about Magic. It's about Adventures, and as such I figure the "Treasury" would be more appropriate.

The "Active Quest" timeline sort of figures from how the Original "Quest" Cards would describe how to "resolve" and beat a particular Quest. Of course this 2nd version is more "flexible" and less "Exact"... Allowing the game to be MUCH, MUCH more interesting (with regards to strategic depth).

Anyhow I'll be doing some more research on some "finer" details.

The Original Game, Rulebook and Sample Art

Can be found at: https://www.questccg.com

I know the information is a bit "dated". But this is the Original game... News section shows some artwork, the Game section allows you to read the original rules and the Demo section is a Flash preview of an entire game.

Of course, when the 2nd Edition will be released, I will UPDATE this website and turn it into something more appropriate.

For now, if you want to learn more about the original game... Feel free to browse the website. There aren't too many links and you can even download a PDF of the rules.

Cheers!

Note #1: This is just to see how some of the "previews" or posts compare to the "original" version. I'm not expecting everyone to be at "awe" over the First Edition. It's fundamental a Set Collection game... Probably just as "un-exciting" as some people feel about "roll & move" game (like Clue, Monopoly, Sorry, et al.)

But it was my FIRST game design... I've learnt a lot about mechanics, crowdfunding, and game design in general. So we'll see where the 2nd Edition of the game leads us to!

Thoughts

questccg wrote:
Can be found at: https://www.questccg.com

I know the information is a bit "dated". But this is the Original game... News section shows some artwork, the Game section allows you to read the original rules and the Demo section is a Flash preview of an entire game.

Of course, when the 2nd Edition will be released, I will UPDATE this website and turn it into something more appropriate.

For now, if you want to learn more about the original game... Feel free to browse the website. There aren't too many links and you can even download a PDF of the rules.

Cheers!

Note #1: This is just to see how some of the "previews" or posts compare to the "original" version. I'm not expecting everyone to be at "awe" over the First Edition. It's fundamental a Set Collection game... Probably just as "un-exciting" as some people feel about "roll & move" game (like Clue, Monopoly, Sorry, et al.)

But it was my FIRST game design... I've learnt a lot about mechanics, crowdfunding, and game design in general. So we'll see where the 2nd Edition of the game leads us to!

Quest, you have been blessed with great Artist for all your games!

-For Quest 2 I thought having the card set up could be more Quest-ish. I visualize a quest beginning where I stand (closest to the table in front of me) and moving forward (away from me). I visualize when I come to a problem, or fight etc... I come to an arena of some kind (perhaps a circle or octagon) following the problem I egress in a different direction and so on..... This may not make any sense for these style of games, and I'm sure there is a good reason they are played in the set up style you have there but I wanted to share my thoughts even if ignorant.

-It would help me to have some flavor text, and total objective/painted picture of the world I'm in, why and where we are trying to get to on the quest. Maybe some insights into what I'll be looking for to help me on the way and what I may encounter.

-It would help me to have a short explanation of the card types as you list them: Treasure* cards contain a green gem and are symbolized with a diamond. These cards are used as money which equates to point values that must be paid when certain event cards are played. At times players may run out of Treasure cards at which time he must pay with cards already in play. This gives me a strong place to reference in the rules when a question comes up.

-Do the gems on each type of card actually say what type of card it is "Character, Landmark, Item etc..?

-For game prep are the "backs" of the card different for Quest cards and the Quests themselves? If not why?

-Playing the game: He may put one of several cards into the Treasury or in Play or remove several cards from treasury. It says on your turn you can play 3 cards as follows, but then below you use the word several? Does several mean up to 3 cards from the Treasury, or play up to 3 cards etc?
On his turn a player may also rearrange any cards in play which are not part of a completed quest. How do I know if a quest is completed? Maybe add a note here where I can find that info?
At the end of his turn, the player may have at most five cards in his hand. Can I have 1,2,3 or 4 cards in my hand? Is there an advantage to having 5 cards vs 4 or 3? Does it matter how many cards I have as long as its less than 5?

-Event Cards: I'm confused if monetary sum and points are the same thing, how are they different? Which one is better? If no change is ever given is there an advantage to have lots of treasure cards to pay as close to the cost as possible during an Event?

-The Treasury: Why can't I place a Treasury card into my hand?

-I'm confused on how I accumulate points? If I'm the player to finish a quest do I get the points for that quest?

This is my initial read through of the rules, and from the perspective of someone who has never played a game like this!! Hope that gives you some helpful insights. I look forward to seeing how this develops.

Sorry ... it took me a while to address all your questions!

evansmind244 wrote:
Quest, you have been blessed with great Artist for all your games!

Indeed... I've worked with three (3) real good artists, all with their own styles and each different in their approach and artistry.

evansmind244 wrote:
-For Quest 2 I thought having the card set up could be more Quest-ish...

This is a two (2) Player game. And therefore as @Jason pointed out, you need to ensure that cards do not mix with your opponent. While this is not 100% accurate (there is some mixing in the Active Quest) for the most part it is true. The idea is to KNOW which cards belong to the opponent. Each player "constructs" his/her own deck before playing...

Also you have to understand that I've investigated more than three (3) layouts until finally designing the current one. There are older blogs of mine that talk about other layouts which turned out to be "non-functional".

evansmind244 wrote:
-It would help me to have some flavor text, and total objective/painted picture of the world I'm in, why and where we are trying to get to on the quest.

Remember, in Quest v2, you are working with "Fragments" or pieces to a quest. And your goal is to put together Chains that will allow you to score "Virtue Points" (VPs) such that you WIN the game.

From a more abstract perspective, each "Fragment" belongs to a quest itself. I'm not sure yet how many quests there will be but twelve (12), maybe more, might be a good start. Two (2) for each class of Heroes.

The "story" or "world" is in each "Fragment". It's up to YOUR imagination to "string-together" an adventure based on your Quests and Fragments...

evansmind244 wrote:
-It would help me to have a short explanation of the card types as you list them: Treasure* cards contain a green gem and are symbolized with a diamond.

This was Quest AC, the original game. No more symbols like the diamond, etc. Only the written description of what each card is. Of course I believe that they are all matched. You can see this in the rulebook for the original game.

evansmind244 wrote:
-Do the gems on each type of card actually say what type of card it is "Character, Landmark, Item etc..?

Yes in BOTH games: original and Quest v2.

evansmind244 wrote:
-For game prep are the "backs" of the card different for Quest cards and the Quests themselves? If not why?

No the cards all have the SAME "Cardback". Same in BOTH games. Normally in Collectible Card Games (CCGs), all the cards have the SAME "Cardback" and even if they have another purpose, for sake of consistency they are all the same (because they are all available from Booster Packs).

evansmind244 wrote:
-Playing the game...

Refer to the Flash Demo on the website to understand how the rules are used and scores are calculated, in addition to HOW a quest (in the original game) was completed.

In Quest v2, the game is different, even if the game draws from the fundamentals of the original game. From the Player Layout, you get a "feel" for the different areas used by the game.

evansmind244 wrote:
-Event Cards: I'm confused if monetary sum and points are the same thing, how are they different? Which one is better? If no change is ever given is there an advantage to have lots of treasure cards to pay as close to the cost as possible during an Event?

This is purely a question in regards to the Original game. Points and money were the SAME. Where there is a bit of confusion is "winning" the game. There was no real reason to keep score because the winner would be the FIRST player to "complete" three (3) quests.

evansmind244 wrote:
-The Treasury: Why can't I place a Treasury card into my hand?

Treasury cards were used to PAY for penalties. If you did not have enough money (Points) you would have to GIVE cards in play and LOSE points. The reason for this is because you could put ALL the cards in your hand into the Treasury and "recall" them when you wanted. And this would create a MAJOR FLAW in the game. Once it is in the Treasury is may serve as payment or be played directly in Play (Again Original game).

evansmind244 wrote:
-I'm confused on how I accumulate points? If I'm the player to finish a quest do I get the points for that quest?

Again the original game, points were accumulate as soon as you could PLAY the card from your Hand or Treasury. But the Victor was the FIRST player to complete three (3) quests. As for reasons to PLAY a card, this was decided by the Quest Cards which meant you could ONLY play cards for the TWO (2) Active Quests (again the Original game).

Thanks for taking a look at the "Original game" (Quest). For some of the technical question (why this and not that) I've explained some of the Design Decisions that were necessary to make the game functional.

As far as "Quest v2", this is a NEW "breed" of game... The original game did not have "Engine Building" even though there are several similarities, most are just "cosmetic". If you've watched the Demo or Played the game, you would recognize similar elements showing that indeed the NEW game is not very reliant on the Original game. It's a question of influence/spirit!

Cheers!

Rules

Get ta work on the rules. I am looking forward to reading them, and helping out in any way I can!! I'm the best at reading rules and pointing out how "Stupid" people have to learn!!!! hahahhahahah

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