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Adding yet another "layer" to my existing game

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questccg
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It's been a while since I have posted about the "advancement" of "Monster Keep" (MK). MK is still in an "art production" phase, meaning we are working with a talented artist to render the cards for the game.

However at the same time, I had expressed some insatisfaction with the layout of the cards themselves. And so I reached out to a fellow Designer who is an expert in both web and graphic design. I asked him to see if he can "refine" the card layout and while doing this, I "streamlined" the cards a bit to reduce the amount of "elements" on the card and allow the art to shine through the template.

But recently (afterwards) I had been expressing some doubts about my ideas concerning the "cardbacks". I had nine (9) color-coordinate backs which used the same texture with a different color. This was a bit too much. I just didn't like how you could know which cards a player had in his hand or the fact that they revealed the races of your deck.

So I re-worked the "carbacks" and produced ONE (1) Version of it. I was happy with this... But as usual, I was using an "older" template for the "cardback"... And I realized that there were some "COOL" icons that I had in place for another iteration of the game.

These "icons" are the basis for my NEW "layer"!

There are now three (3) icons on the cardback. The same "cardback" for all of them, with the exception of the icons. What do the icons do??? Well there are three (3) different ones:

1. Scout: Using your Lord, you can examine the "conquered" card next to your Lord (provided there are no other Lords on it). This costs 1 Action Point (AP).

2. Discard: Using your Lord, you can remove the "conquered" card from play, giving it back to its owner who places on the bottom of his deck. This also costs 1 AP.

3. Trap: When gathering Loot, you must roll 2d6 successfully with a value of eight (8) or higher to avoid the trap. Otherwise you lose an Action Point and gain no further Loot. Looting costs 1 AP and if you successfully avoid the trap, you earn the Loot... Otherwise you merely lose 1 AP.

How it work is that IF the icon has a Diagonal Bar across it, it means that this is NOT PERMITTED. So the first icon "Scout" has a bar, that means that you are NOT allowed to "Scout" this card. Same goes for the other two icons.

What is so neat about this???

Well it gives the Lords an ADDED PURPOSE: they can now use their Action Points to further "interact" with the conquered cards in play. And on some of them they can "discard" them opening up the area of play, or scout them to "reanimate" one of the card (another example)... And of course Traps merely hinder the progress of gathering Loot from a fallen unit.

So effectively this INDEPENDENT "layer" adds more thought and purpose to the Lords of the Keep. I have yet to playtest this... But rest assured, I will do so some time soon enough.

Maddgames
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Pic?

That is a lot of text about pictures, with no pictures. Lets see um

questccg
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Okay ... here you go with one sample

This image shows all three (3) options as being enabled:

  1. You can "scout" the card if your Lord is next to it.

  2. You can "discard" the card (again if your Lord is next to it).

  3. The card has "traps" so you need to roll 2d6s each time you try to collect Loot from the fallen unit.

Cheers!

evansmind244
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The Battle field

This is a cool way to be able to observe the battle field and add a layer of decision making. Let us know how play-testing goes.

questccg
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Yes you are correct!

evansmind244 wrote:
This is a cool way to be able to observe the battle field...

My hope is that it adds another "tactical" layer and gives options to the players. Like before, you could just "check" what a card is without any cost or restrictions.

Now you need to know if a card is compatible or not. And it gives other things that Action Points (APs) can be used for.

And another benefit is that some cards have traps you need to avoid. This means that there is a luck factor too... Which means it's no longer 1-to-1 collection.

Sounds very promising... Keep you all updated when I get a chance to test the game out!

evansmind244
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Realistic

In battle you get to see your opponent and attack hisweakness. You may see him stagger, or see his fatigue, or you may see a coward, etc..... I like not having a total guess as to what's under the card.

questccg
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After a unit is conquered ONLY!

What this means is that when a unit is conquered, you FLIP the card over. And now there are two (2) choices:

1. Either you have a really good memory and remember what each card is. Some you may be able to recognize if they have certain "icons" that allow you to remember which card is which (again with real good memory...)

2. You use your Lord to "reveal" the unit. In this case it costs 1 AP unless that card cannot be "scouted" (Icon #1, the Eye logo) is barred.

Since not all cards can be "barred", you can conclude that what some cards are based on these icons. So we'll have to wait and see how much extra effort these "icons" require. Are they useful? Do they ADD to the Fun of the game?? Should there be OTHER ones instead???

questccg
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Any other "Actionable" items???

Right now I have three (3) "Actions" that can be taken by a player:

  • Scout: see the "conquered" card.

  • Discard: remove a "conquered" card from the area of play.

  • Traps: add "tactical" 2d6 dice rolling to claim Loot.

I was wondering if there might be OTHER "Actions" that could be taken?!

Feel free to share your thoughts/ideas/questions/comments... I can't guarantee I will implement all the ideas. But I'll do my best to see if they work in terms of "a good fit" for the game.

Cheers!

Note: Why are these "Actions" IMPORTANT(!?) Well this stems from the fact that each Lord/Lady has a one-time "Special" Power. For example one has the ability to "Re-animate" a card. Which card to re-animate is a "good question". If you don't know which card to revive, you can obviously use the "Scout" ability to determine what card is positioned in what place... (it's like a "helper").

Discarding is important because it allows you the opportunity to "strike back" against an opposing card. It won't always work... But the times that it does, you'll be please to use 1 AP to do so.

Traps are self-explanatory. They break up the "monotony" of I have 2 APs so therefore I can collect 2 Loot. With Traps you need to roll 8+ to collect 1 Loot. You can lose APs to bad rolls and it adds a bit of "randomness" to something that was only "strategic" and sometimes too predictable.

But instead of always TRAPS, I was thinking I might offer several 3rd Actions that could maybe vary per card or race, etc.

questccg
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Instead of "on the cards", they might simply be Actions

I have been thinking about the card backs and have come to an interesting conclusion:

I DON'T want the cardback to have symbols.

Instead the "Scout" (now called "Soul Gaze"), the "Discard" (now called "Bury Dead") and "Disarm Trap" will become Actions that can be taken by any Lord/Lady during their turn. Each one requiring 1 AP.

Instead of a "plain" cardback (universal), I am leaning to "configurable" rooms (all part of the "Monster Keep" (MK). I am thinking about five (5) configurations: "├ ┤ ┬ ┴ ┼" The last one being the "Nexus" card...

This would ADD a layer of "tactile" movement with several options... I will see if this is possible or not...?!

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