[GB] Miscellaneous Card Talk
Posted: Wed Jan 03, 2018 11:58 am
Scattered thoughts on cards:
For purposes of card labeling, there should be just four types of cards:
1. Standard – play on your turn and follow directions
2. Gift—play on your turn and equip it to your hero who may then use it as indicated on the card
3. Hindrance (now renamed to Curse/Bane/Burden/Blight/Affliction… whatever)—play on your turn and apply to enemy hero
4. Reaction—may play out of turn under conditions indicated on card
We can still keep the other designations for our own reference, balancing out attack, defense, movement, etc. But the players don’t need all of that. They just need a category to tell them how this card is played.
We need to make the language on all cards consistent. Do we address the player as “You”? When we refer to lost HP, are they “spent”, “lost”, “discarded”? That sort of thing. This is me critiquing Dave’s hard work as I’m taking my first hard look at the cards. Most of it is just deciding what sort of language we want and then making the cards all match that style.
As far as the use of “You” and composing the cards in 2nd person, stylistically I’m against it, but practically, 2nd person is usually the clearest and most concise way of presenting the information, so my vote is to say to hell with my aesthetics and lets just own it.
We need to be very clear about differentiating between “Your hero” and “Target hero”. A card with a condition that affects or is triggered by “Your hero” is much narrower than “any hero” or “target hero”. We will have uses for all of those, but again it’s a matter of codifying the language.
For the Pointless Remix version of the game, my impulse is to pump up a lot of the cards. Raise the 1’s to a 1.5 or a 2 in a lot of cases. I’m not going to right away. Instead I’m going to simply fix the cards to run a GP-less game, and see how it feels. Later we can pump up the adrenaline on the cards if we want to try it out.
For purposes of card labeling, there should be just four types of cards:
1. Standard – play on your turn and follow directions
2. Gift—play on your turn and equip it to your hero who may then use it as indicated on the card
3. Hindrance (now renamed to Curse/Bane/Burden/Blight/Affliction… whatever)—play on your turn and apply to enemy hero
4. Reaction—may play out of turn under conditions indicated on card
We can still keep the other designations for our own reference, balancing out attack, defense, movement, etc. But the players don’t need all of that. They just need a category to tell them how this card is played.
We need to make the language on all cards consistent. Do we address the player as “You”? When we refer to lost HP, are they “spent”, “lost”, “discarded”? That sort of thing. This is me critiquing Dave’s hard work as I’m taking my first hard look at the cards. Most of it is just deciding what sort of language we want and then making the cards all match that style.
As far as the use of “You” and composing the cards in 2nd person, stylistically I’m against it, but practically, 2nd person is usually the clearest and most concise way of presenting the information, so my vote is to say to hell with my aesthetics and lets just own it.
We need to be very clear about differentiating between “Your hero” and “Target hero”. A card with a condition that affects or is triggered by “Your hero” is much narrower than “any hero” or “target hero”. We will have uses for all of those, but again it’s a matter of codifying the language.
For the Pointless Remix version of the game, my impulse is to pump up a lot of the cards. Raise the 1’s to a 1.5 or a 2 in a lot of cases. I’m not going to right away. Instead I’m going to simply fix the cards to run a GP-less game, and see how it feels. Later we can pump up the adrenaline on the cards if we want to try it out.