Showing posts with label cards. Show all posts
Showing posts with label cards. Show all posts

Saturday, April 9, 2022

More art, more insight

Some more art of the upcoming project, for which I don't have a working title yet. I am pondering reusing the one from my half-assed rpg, Monks & Mummies, as it shares muses with it. It also sounds perfect both in english as in my native language (Monjes y Momias!)


But I am considering others that might be more appropiate. Three Lost Treasures, or Los 3 tesoros robados (will post more on the rules once the game is actually printed, hopefully this upcoming month)

These are all the cards present on this prototype at the moment: I made this picture in case I lose the deck or a spare card, so I can remember them all and track which one is missing. They are all done with pencil and color markers, with occassional collages.



Friday, March 25, 2022

Introducing a project: Some art, some thoughts

Parallel to all my rpg heartbreakers, I am finishing a cherished project of mine; this time a small card game with no name yet (just some ideas). It's not mean to be a CCG or a TCG, just a set of cards which compose a "boardgame" all together.
You are suposed to play against a friend both with the same deck; each of you representing some sort of shogun trying to recover their respective heirloom relics from the hands of the other, who has stolen them. Yeah, I know its weird, but it made sense to me eventually.


These are some hand-drawn cards from the beta deck (in spanish). One of my design goals for them is to have the card text as short as possible. I realized shortly that I was writing too much text on them, trying to cover every possible legal trapping: due to my long relationship with MTG, I was using the same prose and mentality.
Though it as hard as it is hard for a man not to carry his homeland's accent, I am trying to get rid of the corporate game-designer vices. There is a reason for MTG to be extremelly careful on their wordings: they got the DCI, grand prixes, etc. They cannot afford a card to have an ambiguous meaning. If, for example, a card is a merfolk, you cannot just name it Merfolk Assassin and have a merfolk on the picture: You must specify Creature - Merfolk on the type line, or cards that affect merfolks won't have effect on him.

But I want to revel in the advantage I have over that kind of game. 
This is a small game meant to be played by persons. Probably persons who are friends or family with each other. I want to believe that if an hypotetical card affects "all creatures who carry a sword" they can civilly discern it by watching the pictures. 
I have this card called "Marsh Frogs", which originally were to have a bonus against spiders. Then I thought on writing "If the marsh frogs combat against the spider, they will automatically win the combat". But then I went: What the fuck, this is not a game for bots. People will understand this. Maybe it will change over time, but the current text is: "They will eat spiders directy". I think that people will surely interpret it the right way, and even if it is not the case, I think that the pleasure of working with human language instead of lawyer language still is worth the risk.