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Quest Adventure Cards(tm) — 2nd Edition : Updated some cards

Well I took some time off from Editing TW and just sat there and looked at the "Quest Adventure Cards(tm)" 2nd Edition alpha cards. These were just some SAMPLE cards while I work on the various concepts in the game. So now I have SIX (6) cards... I've only designed these cards... It's still very much a Work-In-Progress (WIP).




Let me know what you guys think?! I've added a sixth (6th) card... The samples now include a "Character/Garrison" card!


Some early thoughts...

I'm pretty sure I'm missing ONE (1) other "Card Action" to make this game work... I know you've maybe seen some of these cards BEFORE... But they are ALL DIFFERENT (trust me!)

I've put-back the "Garrison" Card Action because I feel the Action is relevant.

Of course I do have some card "artwork" from the First Edition ... Which I plan to REUSE "as-much-as-possible"! These pieces are all from the First Edition of the game. I really enjoy the "style" of artwork, Geof (Isherwood) is an amazing artist. He's worked for BOTH Marvel and DC Comics ... And can pretty much draw anything that you can imagine.

Something to consider

The "conversion" (002) and "trade" (003) cards both allow for "2" Yellow resources to be manipulated. This is the NEW rule:

Trade or Conversion cards may transform the preferred color at the available rate of transformation. However if you choose to transform another color, the rate of transformation is only "1".

I think this solves my missing dilemma without requiring an additional Action!

It also GREATLY "enhances" the usefulness of those two Card Actions.

Very pleased with this "iteration"...

And so I wanted to speak to the effect of the First Edition. If you watch my Flash Video (on, you'll notice that the game (older version) used "Quest Cards"... I really hated this aspect of the game! Those cards were "essential" for telling players HOW they are supposed to COMPLETE quests.

Now in this Second Edition, the POWER of those "Quest Cards" is embedded into the cards themselves. What I mean is in the original (1st Edition) version, you could require a "Hero*" or a "Dragon". The STAR (*) version was for ANY card that matches that type. In the new (2nd Edition), the abilities allow player to refer to "Card Types" (like Treasure, Equipment, Monster, etc.) DIRECTLY preserving this aspect from the original game.

And cards can COMBO off each other with a "direct reference" to a specific card in this first 300 card set. So IF I say "Dragon" ... Both a "Black Dragon" AND a "Red Dragon" match like the original game!

So the good news is that the SPIRIT of the original "set-collecting" game is preserved and EXPANDED to a more "flexible" format. Now the required and optional cards are based on what you have in play. It's all very DYNAMIC now!


I've been following your game design since the beginning. A lot of details, editing, missing calculation formulas.

It's an under taking process isn't. Walking around the house, thumping your fist against your open hand trying to figure out a simplistic approach.

From what I have seen and read , your a step closer to the destination of your finalized project.

Sometimes, game designs like yours, mine and every member here , it takes a long approach, a little bit more thinking, one more day to weeks to even years to design a game that your audience will understand and for the publishers can understand how the rules are written.

There is a qoute from a movie that I really love and I want to share it will you.

Rise and rise again
Until lambs become lions.

In the movie it translates to ," Don't give up".

You haven't given up, just looked at your approach differently.

Creator of Dymino Monsters
Jesse who is Stormyknight1976

True, so very True

I wanted to KEEP the spirit (or "core") of the First Edition present in the Second Edition.

What I can tell you for certain is that my design evolved over time. What I mean by this is that I have an "idea" then create a prototype. And then realize that this version is NOT going to work... And then I am forced to "return to the drawing board".

But usually the prototype gives me insight into what it is that I am trying to accomplish. You are correct, it's just such a LONG process. For example, Monster Keep has been in design since 2013, shortly after the FIRST prototype of TradeWorlds (back then Tradewars) was designed.

Right now "Quest Adventure Cards(tm) - Second Edition" (Questv2) ... Has all of the prior "aspects" of the original game. Here's some examples:

1> The original game a player won by "completing" three (3) quests. In Questv2, it's the exact SAME GOAL: Complete three (3) quests before your opponent.

2> The original game had "scoring" which was not very useful. In Questv2, it's the OPPOSITE: completing a quest requires you to score 12 points each. So in order to WIN the game, you must accumulate 36 Victory Points (VPs).

3> The original game relied on "matching" different types of cards and used a serious Set Collection Mechanic. In Questv2, there is still some matching, but now there is an "Engine Building" Mechanic which is the PRIMARY Mechanic of this updated version.

The kids that played the original game LIKED it... But I never managed to get any "traction" in the market. Now I'm a bit better versed on HOW to sell to consumers and also how to MARKET the game too...

Just to let everyone know...

Joseph (@adversitygames) shared with us his experience trying to Kickstart his Cyberpunk game entitled "Nightlancer". It took him three (3) attempts at trying to fund his game... On his 3rd try, he made over 175% of his Funding Goal! So how does this relate?

Well this is my FIFTH (5th) prototype for "Questv2"! I had other concepts and ideas bearing fruit for maybe only 10% of the design... But do this five times (5x) and you land up with a design that is 50% done! That's a rather significant percentage because after 50% you should have a solid design and the rest is all the "little" details.

Basically what it MEANS is that: "I now have a game to work on!"

Much like Jesse (@stormyknight76) ... This is a DREAM PROJECT. And I'm not there quite just yet. There are a couple other designs that I hope will do OKAY... And from there we can hope to see if we can deliver on "Questv2"!

Cheers everyone...!

Color scheme...

Well much like the First Edition, there is a Color-Palette to the cards. I know, all of the Alpha (0.7a) cards are "Yellow-ish" (on the LHS). But there is a real reason for this: they are all related to the "Dwarven Miner" Quest. And this is a Thieve's quest, ergo the "Yellow".

But we have "Red" for Fighters, "Orange" for Bards, "Yellow" for Thieves, "Green" for Wizards, "Blue" for Clerics and "Purple" for Paladins. So in total there are six (6) card colors.

Right now, I just started on the first 50 cards which are split into two (2) 25 card batches for 2 Quests. The "Dwarven Miner" and the 2nd Quest which is "Lost Children" (and is all about finding missing children in a Labyrinth where the Monster in there is a Minotaur...)

So I'm SUPER excited that this design is FINALLY coming together... And it seems like the design is "crystallizing" pretty well. Good stuff! Cheers all...

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blog | by Dr. Radut