Thursday, May 27, 2021

New Card Design!

Let's be clear on one thing, that I am not a graphic designer. I managed to acquire the services of one willing to work at my price point, and I'm afraid I may have taken her work and butchered it. Nonetheless I like how these new cards have turned out. They retain the lovely Loic Billiau art, and replace the basic shapes I was able to find in Visio with an iconography that I thought better evoked what is going on in the game. 

A quick reminder of what is going on in the game: Players control giant Titans, represented by figures on a board, and by a dashboard card, representing their positional states and internal states, respectively. Connecting the two are the cards, played face-up for one of the actions on the card, or played face-down to 'charge' the card played face-up. So when a card is played face-down, it has art for a hexagon on its back. Correspondingly there is a hexagon with 1, 2, or 3 lightning bolts in it on the face of these to represent how many cards must be placed face-down for the face-up card to be activated. Some cards can be played face-up without any cards played face-down, and these simply do not have a hexagon indicating how many cards need to be placed face-down for their activation. 

There are one or two actions on the cards themselves, represented vertically. I've put the more pro-active ones on the left, and the more reactive ones on the right. The crew, for example, can either Operate or Repair; limbs can either walk and/or attack, or block. The effect of the card is at the bottom, represented horizontally, with the EFFECT score on the left. This configuration means players can hold the cards in hand as a fan and see the actions, charge-cost, and effect-value relatively easily.  


I have made some changes to the content of several cards, in fact all of them if you notice that the Human Resource has been left off of this iteration. I left it off because it made no difference in play and generally confused the players. The Human Resource costs, and hence Victory Points for destroying systems, are listed in the rule book. Otherwise I have reverted the Macro Gun to have the high explosive trait. It'll still push Titans it hits, but an experienced crew member operating it will ensure that it'll clear buildings and shields fairly effectively too. Sponsons, and the turret, have had their charge-cost reduced to 0 (and hence removed from the card) and that's because they're something of a support system in that they're only useful if you can play something after playing them. 


 

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