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Card leveling mechanic

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Juzek
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Any one have a better way to have cards level up? I have a table on each card with three stats that increase as the card gains levels. Currently I am using a cube marker to keep track of which row of stats is active. The cards have to be shuffled together at the start of the game, but remain in front of the player after they are earned.

wob
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Joined: 06/09/2017
hello. you can use the

hello.
you can use the orientation to indicate card states (palm island does a good job of this) ie. the edge that is at the top is the current state. this will give 4 states per side. the only problem with this is the graphic design element. you may have to use more symbols and less text.

Jay103
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wob wrote:hello. you can use

wob wrote:
hello.
you can use the orientation to indicate card states (palm island does a good job of this) ie. the edge that is at the top is the current state. this will give 4 states per side. the only problem with this is the graphic design element. you may have to use more symbols and less text.

Oh, that could be pretty cool.. I've never seen that.

wob
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in palm island its referred

in palm island its referred to as "multi-use" cards.
there are quite a few games that have 2 states per card, where the card is turned 180° or (if the cards dont need to be secret) the cards have a new state on the back (sentinels of the multiverse villain cards are a good example).
in theory you can have 8 states per card (4 per side) i dont have a use for them at the moment but i think some sort of engine builder would be best or even as a point tracker (ie. 8 hp)
it can work really well but it does reduce the space on the card quite a bit and can get confusing if not handles correctly.

Juzek
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What do you guys think about

What do you guys think about location of the cards, like slide it partially underneath another card or board? Or move it farther away from the player to indicate the level

2151 Games
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Joined: 11/29/2018
Don't do distance from the

Don't do distance from the player. I know for me table space is a premium (small apartment). So games that require us to spread out are always difficult to play.

Have you considered those plastic paper clip things to track which row you are on?

wob
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Joined: 06/09/2017
hi. apart from the small

hi. apart from the small table issue (i also have this problem and i have games that i have never played because i didnt know my table was too small) distance as an indicator can be too arbitrary and up for misinterpretation ( unless you use a board with specific locations).
the order they are placed in a row can be used for card priority (ie action order).
placing cards beneath/ on top of other cards can work well for "bolting" actions together if they are stacked like a game of patience (leaving an edges showing)
you can use this with just 2 cards (the main top card and the function bottom card) to give changeable functions. the direction the top card is offset showing the aditional fuction. ie if the top edge of the bottom card is showing +2 attack, if the bottom edge is showing +2 defence, left edge +1 of each right side special action.

dr_draft
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Joined: 11/19/2018
Magic uses Tokens

Hi you could have a look at the lvl-mechanic of Magic the Gathering. It has just pre-defined lvls printed on the card itself and you can spend a resource (Mana) to lvl up. The number of tokens on the card indicates the level the card currently has.

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