Hi everyone.
I've finally gotten around to getting onto the new forums and posting two images from my upcoming (free) print and play game The Illusionist in the Prototype image library. While a couple of publishers have liked the game mechanics and theme, I haven't yet found a publisher that the game fits into their current catalogue. So, inspired by Barry Doyle's generosity and business model, his brilliant and exciting print and play WW2 tactical war game Valor & Victory that he makes freely available, I'm probably just going to post the game online for free download. That way, there's less pressure on this old dad (who's juggling full-time work, my family, my art, and my other passions in life).
Comments on the style (a pseudo-dark goth Victorian game about rival stage magicians) of the prototype art appreciated. Will post further images and the 17th draft of the rules (two years of testing) later.
--------------- GAME OVERVIEW POSTED ON OLD SITE
The Illusionist is a card game for 2–6 players who play rival Victorian-era magicians/illusionists. The goal of the game is to become the City's most prominent performer by having the highest number of Prestige Points at the end of the game. Prestige Points are earned by creating/assembling astounding illusions and “performing” them at various types of theatres in the city. Strategy, timing and elements of luck all play a role in your rise to prominence, as do the political machinations and jealousy of your peers.
Further ... Prestige Points are meant to represent a number of factors important to magician performers within the game's world. These include such things as fame, wealth, reputation, influence, political or social power, prestige, circle of friends, the ability to improve one's social standing, knowledge, technical competence, ability to astound, etc. Players gain (or lose) Prestige Points each turn in several different ways ....
Finally ... The illusions and magic performed by the player's magicians fall into four different main types ( NOTE: represented by four "suits" of cards ) , generally based on the effects or methods used to perform the illusions. These are:
1. Illusory (tricks involving visual illusions)
2. Mechanical (tricks involving complex mechanical equipment)
3. Optical (tricks involving hidden optics and optical apparatus)
4. Spiritual (tricks involving spiritualism or mentalism)
Illusions require a starting card—representing an initial “Aha!” idea, as well as research and construction time—and one each of a level I, II and III Construction card all within one type of magic. Players can combine any I, II and III Construction card of a single type of illusion to create and perform a new trick. Players do not need to use the exact Well-Known illusions listed in the History section, although they gain bonuses for using a Major Component or playing a complete Well-Known illusion (three Major Components). Players reveal a completed illusion by placing it near the game board as their turn. Illusions in play (“being performed”) are always worth three (3) Prestige Points each, plus bonuses as detailed ....