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Quest Adventure Cards(tm): Suspended design

Well for those who have been following the "Second Edition" re-work of "Quest Adventure Cards(tm)", we have run into bit of a problem. Revising the finances available for more game development... and... well we are short when it comes to the "production" of this game.

As such we have decided to "suspend" the design and work on something more "short-term" to try to help with something a little bit less "ambitious"...

Quest Adventure Cards(tm): What's New!

Just for reference, Quest AC v2 has been on and off of design for the better part of six (6) years. Not that I have always been active, I've had ideas surface and did some designing only to figure out "this is NOT the game that I want to design"...

I've really struggled to design an EPIC game for Quest AC v2. I wanted the game to be "challenging" but FUN to play. I've had many ideas for systems and engines for the game.

Monster Keep: Version 10.0

Amazingly, I have made great design development with my "Monster Keep" idea and/or design. I have put together an interesting set of mechanics for the game that are inspired from the original game idea (all the way back to version 1.0).

Now we are on Version 10.0 of the game. That means that I've gone through ten (10) design cycles, trying to improve the game. I finally feel like I am "somewhere" with the design idea.

This "core" product follows the XTG3 licensing and allows for Single Pack Expansions to the "core" set of cards.

Ethereal 9: The Realm connecting the known Universe

Ethereal 9 is an Abstract Strategy game focusing on the Conquest of nine (9) Realms. As a Ruler of a Realm, your goal is to not just "Win the Battle" ... but also to "Win the War!"

Each Chapter, a "Ethereal" card is drawn to depict the connectivity of the "Ethereal Realm" to all the other nine (9) Realms. The First (1st) Phase is the "Construction" Phase where each player plays ten (10) "Realm Tiles" of their choice, one (1) per turn each, one player at a time.

Monster Keep: New Champion cards and new vision!

Monster Keep: Re-visiting an older design

Finally I can BLOG about the new developments with an older design known as "Monster Keep"!

Just for some future notes, here is a link to a "breakthrough" in the design:

http://www.bgdf.com/forum/game-creation/design-theory/functional-operati...

Crystal Heroes: Latest Prototype to be tested!

Well I took the ENTIRE day to "re-design" the *NEW* (Latest and Greatest) cards for the prototype. Now I know this game has had a bunch of versions. Some of which that never made the "prototype" phase: they went from idea straight into the trash! LOL

But more seriously, I found some good elements and pieced them all together. I hope to conduct testing "tomorrow", once I finish up cutting the next deck. Since this game is two (2) Player "Micro" Decks, I've finished up Deck #1 and have to repeat the process for Deck #2.

Could take between 1 to 2 hours to cut up the cards.

Crystal Heroes: Emerging Ideas

I have been all through the design ideas of "Crystal Heroes". And just today, I looked some of my "prototypes" for the "core" game. And I came up with some AWESOME ideas such as multiple card "melds"... which add a whole new "dimension" to the game!

I was working with "operators" and "operands" in a later design... And while the ideas seemed cool -- I couldn't get everything to work together. That was until today, where I suddenly realized that "melds" solved all my problems.

Tradewars - Homeworld: Tactical Core

Although the Kickstarter for "Tradewars - Homeworld" is over ... I still wanted to share some information about the FUTURE of the product.

Namely a questionable "Tactical Core" which will feature five (5) distinct starship models AND a "Tactical" Board! That's right, our game will be the FIRST Deck-Builder to combine and use a "special" Game Board suited for Tactical combat and strategy!

This "Tactical Core" will feature SIXTY (60) miniatures!!!

That's right, not 10, not 20, not 50... 60!

It will have two (2) modules:

SpellMasters: Version 2.0

And so I have been working on "SpellMasters" knowing fully well that the design was "incomplete" and had a bunch of ideas -- but nothing strong enough for me to get excited about the game.

That was until YESTERDAY, where I got to thinking that:

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by Dr. Radut