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Monster Keep: Baiting the game!

As I mentioned in the other Blog entry, I have *sort of* playtested the game. And I immediately had an idea once I did that playtest:

  • A POT to collect all tokens!

Since each player has 12 cards, 1 card never gets used (during a game). But I have found a USE for this card. At the beginning of each round, each player choose the bottom card and reveals it.

That's the amount of point that determines who wins the POT! The player(s) with the LOWEST level (can have multiple winners) each earn points from the POT.

Tradewars - Homeworld: Roles (revisited)

During some of the playtests, I received some feedback that "veteran" players seemed "at odds" with the sequential turn order. Some felt that it gave some players an advantage to go first. And I thought it gave players who go LAST even more of an advantage...

Monster Keep: Mixing new & old

I have been thinking about HOW to have Levels from 1 to 50 (so 10 hp to 500 hp) and well I wanted "evolution" (or something like it) which meant that you could play more powerful Monster during the game.

One (1) very important thing to remember is that the RPS-9 "beats" allows you to beat any opponent DIRECTLY without any dueling. So even the MOST powerful Monster who is Level 50 can be defeated by a Level 1 Monster! So yeah the game is BALANCED.

But this had me thinking about the game and its art.

Monster Keep: Version 3.0 (or 0.3) :P

It's been a while since I have posted any news about "Monster Keep". I have been so involved with "Tradewars - Homeworld", that I really did not have time to ponder much about this game.

What's NEW? Right?!?

Well I have decided to change the game BACK into a Card Game. I think I should stick to the things I do best (Cards & Card Games) and re-purpose that Pokemon Draw(tm) game which I submitted here (a couple days ago).

Tradewars - Homeworld: Inside & Outside the Box

Well I recently was playing around with my BOX cover image and was trying to tweak the aspect ratio of the image.

Now unbeknownst to me, the aspect ratio of my image was a little bit off. And so when I converted it to fit the height of my box, I wound off having about 1" more.

At first I was like: "I got to crop the image so that I can eliminate that extra space." And then I was like: "Then I have to move the logo over and the edition name also..."

By some freakish accident, I found a USE for 1" extra: a well for dice and parts (Ice cubes)!!!

Tradewars - Homeworld: Marketing downer

I was dealt a *dramatic blow* because my "Marketing Expert" had decided to no longer offer marketing resources. Specifically I was hoping to have a group of over 5,000+ gamers (that was the resource) I could pitch my game to.

On the *positive* side of things, making some changes to the game, I was able to drop the Funding Goal from $25,000 to $15,000! Wow! That is a lot!

This was partially because I did not need to pay the Marketing Expert (10%) and I made some concessions with the artwork (and created stretch goals if gamers want all unique artwork, it will cost +$5,000 funding).

Elemental: Schools of Magic = Rituals and incantations

*** Under Construction ***

This blog entry is a Work-In-Progress. I still have more thinking to do on the subject matter. These are scattered thoughts that I am trying to compile...

Rituals & incantations

Rituals and incantations are comprised of several elements. These elements are the foundation of how arcane energy can be unlocked and activated by one of the six (6) Magicians.

Each energy level grants your Magician +1 Action Points (APs).

Elemental: Schools of Magic

Introduction

In the beginning the ancient mysticism came from the Pharaohs. Osiris the God of the Afterlife, the Underworld and the Dead would guarantee the transition from this life to the next. The Greek heretics, zealots in their beliefs, sought a place where they could expand and explore further in detail the Egyptian mysticism... The city of Alexandria was chosen, because it was the capital of Hellenistic Egypt. There Greek Masters would table six (6) different schools of Greek Magic, each with one with its special rituals and incantations.

Tradewars - Homeworld: Minis expansion

When you typically think of a minis game - you don't think about a "game within a game"... This is a *fresh* and exciting IDEA about how to use minis as an Expansion for "Tradewars - Homeworld".

The early concept includes 1" hexagonal tiles with various types of space occurrences like "asteroids", "homeworlds", and at the heart of the map, the only planet rich in quickSilver (Name to be determined).

Crystal Heroes - Legacy

I just had to put up a blog entry about Zag24's idea of using the LEGACY mechanic in "Crystal Heroes".

Zag24's original idea was so make the writing on the cards permanent and go with inexpensive paper cards. This way you don't need a fancy dry erase marker, you could use a Sharpie or a ink pen.

BUT what is so AMAZING about this idea is that it TRANSFORMS the game into a whole other set of strategic rules. It makes players question: "Do I use this Ability and mark one of my cards knowing the game will end in the next game round?"

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by Dr. Radut