LackeyCCG

LackeyCCG Forum => CCG Design Forum => Topic started by: Dragoon on November 15, 2009, 10:56:11 AM

Title: Dark Journeys
Post by: Dragoon on November 15, 2009, 10:56:11 AM
Tread of my new TCG/CCG project, Dark Journeys.

Game discription

After the great wars against the Darkspawn, peace is still isn't preserved. Monsters and remaining Darkspawn still roam the world. For those bold enough to adventure, the dangers are great…
but so are the opportunities!


Each player takes the role of adventurer to travel through the world. During their travels, these adventurers will battle monstrous creatures, and complete dangrous task, to acquire enough valor points to win the game.

Gameplay

Goal

Each player takes the role of an adventurer, the goal is to claim thirty Valor Points (VP) before any other player does so. This is done by defeating encounters, completing quests, meeting characters or reaching special locations.

Card Types
There are six differnt types of cards.

Encounters
These cards are monsters and humans the adventurers play to stop other players in their tracks. When you defeat an encounter, you are rewarded.

Events
Events are things that happen. They can be played at any time and have some special effects.

Support
Item cards are useful things/weapons you find.

Quests
Quests are the major source of VP. Encounters can be used to destroy quests.


Resource System

Stamina
You start the game with 25 stamina, which will eventualy dry up.

Turn Sequence
There are several steps during your turn you should follow.


Game Regions

Quest Deck: Stack of at least 15 cards consits of encounter cards, location cards and quest cards with limit of 3 for each non-unique card and a limit of 1 for each unique card. Unique cards have a symbol for their names. All locations are unique.

Adventure Deck: Stack of at least 30 cards consisting of Event and support cards with limit of 3 for each non-unique card and a limit of 1 for each unique card. Unique cards have a symbol for their names.

Hand: The cards drawn from adventure decks. Players play cards from here using stamina.

Thrash: Pile where support and event cards go after destroyed or discarded.

Graveyard: Pile where encounter, location and quest cards go after being destroyed or discarded.

Battlefield: The region where cards are played.

Basic Vocabulary

Ability: an rule on a card. Activated abilities are used when a cost is paid. Conditional Abilities activate when a condition is met. Passive abilities are always in effect.

Effect: The result from card text. Abilities are also effects.

Discard: A card discarded from the hand is put into the Thrash pile.

Valor: Points required for victory. Valor can be gained by adventurers or cards. All valor you have counts towards victory. When a card with valor is destroyed, all it's valor is lost.

Stamina: Your basic resource. You start with 25 stamina and you have to pay it for each card you play.

Curse/cursed: Cursed cards are rotated 90 degrees. They can't use abilities, attack or defend. Cursed supports don't count towards your power. Valor on cursed cards does counts towards victory.

Flip: Turning a face-down card face-up or a face-up card face-down.

Restore:
To Restore a card, turn it to it's normal position. You can only restore 1 card each turn.

Destroy: A destroyed support card is put into it's owner's thrash pile, destroyed Location and Quest cards are put into it's owners graveyard. When a encounter is destroyed, it's owner may decide to put in his graveyard or turn it face-down and put the top card of his quest deck in his graveyard instead.

Turn Phases

Restore: The active player restores one of his cursed cards.

Explore:
The active player draws a card.

Adventure: During this phase, the active player may flip an encounter (only once) replace a face-down card with the top card of his quest deck. (only once) and play supports.

Combat: During this phase, the active player may use encounters to attack
adventurers or encounters. Players may also attack an encounter. (only once)

Rest: All end of turn effects ends.

Tactic cards and player actions can be taken during any of these phases.

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Title: Re: Dark Journeys
Post by: Tokimo on November 15, 2009, 11:34:30 AM
Make the type slightly larger.

Change the format of Retreat {food} ({food}: reminder text) to {food} : Retreat ({food}: reminder text), I think.

The battle axes(?) bookending the bottom border look important but I get the impression they're not.

You might consider an outer border as well. You've got a strong parchment feel in the middle of the card which is abruptly broken where the card meets the border. A similar worn parchment feel seems like it should do the trick.

I'm especially fond of the text box, the title box, and the cost box. The picture quality is also very nice.
Title: Re: Dark Journeys
Post by: Dragoon on November 15, 2009, 12:36:45 PM
Quote from: Tokimo on November 15, 2009, 11:34:30 AM
Make the type slightly larger.

Change the format of Retreat {food} ({food}: reminder text) to {food} : Retreat ({food}: reminder text), I think.

The battle axes(?) bookending the bottom border look important but I get the impression they're not.

You might consider an outer border as well. You've got a strong parchment feel in the middle of the card which is abruptly broken where the card meets the border. A similar worn parchment feel seems like it should do the trick.

I'm especially fond of the text box, the title box, and the cost box. The picture quality is also very nice.

Thanks for the criticism. Made the bottom border stuff may stand out a bit more.

I won't change the keyword stuff, because the food is the cost to pay it, it could also be 2 food, etc..



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Title: Re: Dark Journeys
Post by: Cyrus on November 15, 2009, 02:42:57 PM
I really like it except for one little thing the Tokimo touched on. The parchment for the text box should be scaled back just about 5px or so, so you can see the red border on the left and right of it. Right now it looks sort of funny with the frame being cut off and then reappearing. Besides that, looks pretty awesome. What do the symbols on the bottom mean?
Title: Re: Dark Journeys
Post by: Tokimo on November 15, 2009, 05:48:18 PM
On the borders I more meant giving the edges a parchment feel. Currently all 4 outer edges are these clean razor cuts instead of being tattered like the inner edges.
Title: Re: Dark Journeys
Post by: malarious on November 15, 2009, 10:25:04 PM
I have to agree that you need to correct retreat.. is it 1 food to activate and then 1 food for this one? Or is it entirely reminder text after the first food?

I evaluate from left to right, which means I see... FOOD : (FOOD again) <effect> yes it is inside paranthesis but if you have retreat 2 you need to clarify it for later. 

Retreat {food}: ( Pay cost and remove <creature> from combat)

This seems to flow better to me because it prevents redundance, and makes it easy to adapt to retreat X
Title: Re: Dark Journeys
Post by: xchokeholdx on November 16, 2009, 03:44:40 AM
some comments from me:

1. The "cost" in the upper left corner is not readable. Or create an outline around the "1", or play with colors. it is hard to read now as it is.

2. the card rarity should be moved to another area. how about to the Artist and company name zone. maybe you could use a color denotation for each rarity?

Title: Re: Dark Journeys
Post by: Dragoon on November 16, 2009, 07:45:31 AM
Updated

[author=Cyrus link=topic=40.msg245#msg245 date=1258317777]
What do the symbols on the bottom mean?
[/quote]

These are the the resources generated (big symbol on left) and the damage symbols generated (smaller symbols on right)

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Title: Re: Dark Journeys
Post by: Cyrus on November 16, 2009, 01:47:42 PM
Looking better every time!

The top left number is hard to read, I didn't even notice it there until xchokeholdx mentioned it, actually. If you're using photoshop just throw a 1px Stroke of a different color on it. Instant pop. No way to do that in MSE though, that I know of at least.
Title: Re: Dark Journeys
Post by: Dragoon on November 17, 2009, 09:34:35 AM
Quote from: Cyrus on November 16, 2009, 01:47:42 PM
Looking better every time!

The top left number is hard to read, I didn't even notice it there until xchokeholdx mentioned it, actually. If you're using photoshop just throw a 1px Stroke of a different color on it. Instant pop. No way to do that in MSE though, that I know of at least.

Using MSE, it's impossible

Bolding the text makes it easier to read..

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Title: Re: Dark Journeys
Post by: Tokimo on November 17, 2009, 09:45:02 AM
What is MSE? And is there a reason for using it over GIMP? (Edit: DUR Magic Set Editor)

I think the number in the purple went from being too hard to read to being too blatant (it is easier to read now).

Once again, your art is pretty and such. Makes me want to play this game.
Title: Re: Dark Journeys
Post by: xchokeholdx on November 19, 2009, 05:11:53 AM
Quote from: Dragoon on November 17, 2009, 09:34:35 AM
Quote from: Cyrus on November 16, 2009, 01:47:42 PM
Looking better every time!

The top left number is hard to read, I didn't even notice it there until xchokeholdx mentioned it, actually. If you're using photoshop just throw a 1px Stroke of a different color on it. Instant pop. No way to do that in MSE though, that I know of at least.

Using MSE, it's impossible

Bolding the text makes it easier to read..

If it is impossible to change, than you should consider Darkening the "eye"? logo behind it. Being able to instantly read how much my cards cost is very important in a card game.
Title: Re: Dark Journeys
Post by: Trevor on November 19, 2009, 12:13:15 PM
Increase the card picture size and avoid funky fonts. Left justify card text.
Title: Re: Dark Journeys
Post by: Dragoon on November 19, 2009, 12:13:59 PM
Quote from: xchokeholdx on November 19, 2009, 05:11:53 AM
If it is impossible to change, than you should consider Darkening the "eye"? logo behind it. Being able to instantly read how much my cards cost is very important in a card game.

There you are...

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Title: Re: Dark Journeys
Post by: Tokimo on November 19, 2009, 02:14:50 PM
I personally like the centered text. More picture is always awesome (as long as text stays legible)
Title: Re: Dark Journeys
Post by: Cyrus on November 19, 2009, 03:18:10 PM
Quote from: Trevor on November 19, 2009, 12:13:15 PM
Left justify card text.

Even Magic has shown that cards with little text (or text that won't fill more than at least a third of the gametext space) should have their text centered. I think it works just fine for the cards shown so far. However, sense it seems like it would take a mountain of text to fill that gamebox, increasing the card pic size might be a good idea. I think the "funky" font for the name works alright, and maaaybe for the type, but at least you have the gametext in a normal font, and to me that is what matters the most.

The numbers are getting easier to read too, keep up the good work.
Title: Re: Dark Journeys
Post by: Dragoon on November 20, 2009, 03:36:52 AM
Quote from: Trevor on November 19, 2009, 12:13:15 PM
Left justify card text.

If you make the card text left bound, when there are not that many words, it becomes harder to read. The centered card text with not so many words makes it stand out a bit more..

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Title: Re: Dark Journeys
Post by: Dragoon on November 25, 2009, 01:50:00 PM
Excuses for the fancy number fonts, am working on it..

Also notes:
- Purple number is stamina cost
- Symbols under the cost are the resource cost.
- Number in bloodspat is life.
- bottom left number is power
- bottom right number is armor
- bottom middle symbol is the resource generated if used for resource cost.

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Title: Re: Dark Journeys
Post by: Cyrus on November 25, 2009, 02:10:47 PM
gotta smooth out those symbols so they aren't so pixely. actual layout is nice and functional though
Title: Re: Dark Journeys
Post by: Dragoon on November 26, 2009, 09:21:37 AM
Game discription

After the great wars against the Darkspawn, peace is still isn't preserved. Monsters and remaining Darkspawn still roam the world. For those bold enough to adventure, the dangers are great?
but so are the opportunities!


Each player takes the role of adventurer to travel through the world. During their travels, these adventurers will battle monstrous creatures, and complete dangrous task, to acquire enough valor points to win the game.


also,
Reworked the symbols..
UPDATE

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Title: Re: Dark Journeys
Post by: Tokimo on November 26, 2009, 01:28:09 PM
I like the design of the shield more than the design of the armor suit for defense. I can't tell what the purple icon is supposed to be (before it was an eye, but that doesn't really map to stamina).
Title: Re: Dark Journeys
Post by: Dragoon on November 27, 2009, 02:57:35 PM
Quote from: Tokimo on November 26, 2009, 01:28:09 PM
I like the design of the shield more than the design of the armor suit for defense. I can't tell what the purple icon is supposed to be (before it was an eye, but that doesn't really map to stamina).
It's a boot. Also, changed back to shield

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Title: Re: Dark Journeys
Post by: Dragoon on December 01, 2009, 09:54:59 AM
Gameplay

Goal

Each player takes the role of an adventurer, the goal is to claim thirty Valor Points (VP) before any other player does so. This is done by defeating encounters, completing quests, meeting characters or reaching special locations.

Card Types
There are six differnt types of cards.

Encounters
These cards are monsters and humans the adventurers play to stop other players in their tracks. When you defeat an encounter, you are rewarded.

Events
Events are things that happen. They can be played at any time and have some special effects.

Adventure
Adventure cards represent helpful characters and special locations you reach in the game.

Item
Item cards are useful things/weapons you find.

Quests
Quests are the major source of VP. Encounters can be used to destroy quests.

Skill
Skills are pernament things you learn. Some skills can be attached to encounters.

Resource System
The resource system is divided between two major resources: Stamina and Resource.

Stamina
At the start of your turn, you put the top card of your deck into your stamina pool. To pay a stamina cost, you put that amount of cards from your stamina pool into your rest pool.

Resource
There are three resources: Food, Magic, and Support. To gain one of these resources, put a card with that resource symbol into rest pool.

Turn Sequence
There are several steps during your turn you should follow.

Break Up
Put all cards from your rest pool into your hand.

Restore
The active player does the following:
- Activates any unactivated card he or she has.
- Puts the top card of his or her deck into the resource pool.
- May restore up to one cursed card.

Adventure
You may play cards and attack
Players may only attack encounters.
Encounters may attack players or Quests.

Rest
End of turn effects ends.

Note: Some cards have abilities with Adventure. These abilities can only be triggered during any adventure phase.
Note: Event cards and abilities may be played/used at any time.
Title: Re: Dark Journeys
Post by: Dragoon on December 04, 2009, 10:59:51 AM
Some card images, a skill card (Green) and an event card (purple)

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Title: Re: Dark Journeys
Post by: aardvark on December 27, 2009, 07:28:55 PM
I like what I've seen. Look forward to seeing how this turns out.
Title: Re: Dark Journeys
Post by: Dragoon on December 28, 2009, 01:41:36 PM
Currently reworking the game, scaling down the card types and some other stuff.. (Items and Skill cards did the same, so I made into a single type.)
Title: Re: Dark Journeys
Post by: Tokimo on December 28, 2009, 03:16:50 PM
Quote from: Dragoon on December 28, 2009, 01:41:36 PM
Currently reworking the game, scaling down the card types and some other stuff.. (Items and Skill cards did the same, so I made into a single type.)

It might be worth considering how the flavor of items and enchants affect the game. For example, there are plenty of artifact and enchantment cards with negligible differences in magic, but it still helps the flavor I think. It also allows more specific threat cards vs general threat cards (destroy target skill vs destroy target item vs destroy target card I don't like).
Title: Re: Dark Journeys
Post by: aardvark on December 28, 2009, 10:58:28 PM
True, if there was one card in there even remotely Armageddonesque, it would be rather devastating. Destroy all X cards. Augh!  :o

Are you going to keep them in the same general family and then be more specific? ie. equip - item, equip - skill. target all equip cards, target all items, etc?
Title: Re: Dark Journeys
Post by: Dragoon on December 29, 2009, 05:09:16 AM
Quote from: aardvark on December 28, 2009, 10:58:28 PM
True, if there was one card in there even remotely Armageddonesque, it would be rather devastating. Destroy all X cards. Augh!  :o

Are you going to keep them in the same general family and then be more specific? ie. equip - item, equip - skill. target all equip cards, target all items, etc?

General type and a subtype. For example, Support - Item, Support - Skill, or just simply Support. Most cards will only care about subtypes, while there are some that will care about they main type. (Wrath of God)

I'm thinking of reworking the resource system, to make it more like Wyvern style.

There are six regions, you can include in your deck. You can put any of them in your deck. But many cards only affect a single reigon. (I.E. My Mountain region Goblin King doesn't boost Forest region encounters.)

Regions
Imperial Plains
Kell Forest[/b
Frostwind
Shattered Peaks
Deadmoor
Underdepths
Title: Re: Dark Journeys
Post by: Ripplez on December 29, 2009, 06:18:32 AM
what is wyvern style?
Title: Re: Dark Journeys
Post by: Dragoon on December 29, 2009, 06:50:01 AM
Quote from: Ripplez on December 29, 2009, 06:18:32 AM
what is wyvern style?
You start the game with a certain amount of resources, but you can't get more.
Title: Re: Dark Journeys
Post by: aardvark on December 29, 2009, 08:52:36 PM
I like, I like. Any more information regarding the regions and how they differ from one another?
Title: Re: Dark Journeys
Post by: Tokimo on December 30, 2009, 01:30:23 AM
Do your fixed resources refresh on a routine basis, or do they eventually dry up?
Title: Re: Dark Journeys
Post by: Dragoon on December 30, 2009, 09:11:15 AM
Quote from: Tokimo on December 30, 2009, 01:30:23 AM
Do your fixed resources refresh on a routine basis, or do they eventually dry up?

No, there isn't a way to refresh resources. You have to win with the amount you start with.

Region Info

Imperial Plains: Vast plains are home to many humanoid races. It's affliation with light/life magic grants them to heal and recover easily and favors defensive attributes.

Kell Forest: A great forest where many woodland creatures live. Their main attributes are their powerful nature spells and speed of their encounters.

Frostwind: The frozen norhtern realms. It's power lies in the ability to freeze the opponent, slowing down it's advance and the high health of it's encounters.

Shattered Peaks: Goblins, Orcs and other savage races live here. They win by overwhelming the enemy by their sheer numbers as well sneaky placed traps.

Underdepths: Mines, tunnels and caves make up for the kingdom of the underdepths. Ruled by cruel demons, they do one thing, and excel in it: They deliver pain and
punishment.

Deadmoor:
The desolate swamp of Deadmoor is home to many undead and rats. They can quickly bring their forces back after death, as well mentally attacking the enemy.
Title: Re: Dark Journeys
Post by: Tokimo on December 30, 2009, 10:16:19 AM
Alright, cool. When can we start play testing this?
Title: Re: Dark Journeys
Post by: aardvark on December 30, 2009, 11:44:52 AM
Seconded.

Maybe put out a rulebook to keep your public sated.  ;D
Title: Re: Dark Journeys
Post by: Tokimo on December 30, 2009, 12:15:35 PM
Nope, I just want the playtest set. :)
Title: Re: Dark Journeys
Post by: Dragoon on December 30, 2009, 02:33:33 PM
I will get my rules first, after that I will get a playtest set. Rules will be up tomorrow.
Title: Re: Dark Journeys
Post by: Dragoon on January 03, 2010, 06:50:53 AM
sorry for slow update...

some rule stuff

Game Regions

Quest Deck: Stack of at least 15 cards consits of encounter cards, location cards and quest cards with limit of 3 for each non-unique card and a limit of 1 for each unique card. Unique cards have a symbol for their names. All locations are unique.

Adventure Deck: Stack of at least 30 cards consisting of Event and support cards with limit of 3 for each non-unique card and a limit of 1 for each unique card. Unique cards have a symbol for their names.

Hand: The cards drawn from adventure decks. Players play cards from here using stamina.

Thrash: Pile where support and event cards go after destroyed or discarded.

Graveyard: Pile where encounter, location and quest cards go after being destroyed or discarded.

Battlefield: The region where cards are played.

Basic Vocabulary

Ability: an rule on a card. Activated abilities are used when a cost is paid. Conditional Abilities activate when a condition is met. Passive abilities are always in effect.

Effect: The result from card text. Abilities are also effects.

Discard: A card discarded from the hand is put into the Thrash pile.

Valor: Points required for victory. Valor can be gained by adventurers or cards. All valor you have counts towards victory. When a card with valor is destroyed, all it's valor is lost.

Stamina: Your basic resource. You start with 25 stamina and you have to pay it for each card you play.

Curse/cursed: Cursed cards are rotated 90 degrees. They can't use abilities, attack or defend. Cursed supports don't count towards your power. Valor on cursed cards does counts towards victory.

Flip: Turning a face-down card face-up or a face-up card face-down.

Restore:
To Restore a card, turn it to it's normal position. You can only restore 1 card each turn.

Destroy: A destroyed support card is put into it's owner's thrash pile, destroyed Location and Quest cards are put into it's owners graveyard. When a encounter is destroyed, it's owner may decide to put in his graveyard or turn it face-down and put the top card of his quest deck in his graveyard instead.

Turn Phases

Restore: The active player restores one of his cursed cards.

Explore:
The active player draws a card.

Adventure: During this phase, the active player may flip an encounter (only once) replace a face-down card with the top card of his quest deck. (only once) and play supports.

Combat: During this phase, the active player may use encounters to attack
adventurers or encounters. Players may also attack an encounter. (only once)

Rest: All end of turn effects ends.

Tactic cards and player actions can be taken during any of these phases.
Title: Re: Dark Journeys
Post by: aardvark on January 03, 2010, 07:41:26 AM
updatey goodness! O frabjous day callooh callay!

More coming I do hope.
Title: Re: Dark Journeys
Post by: Ripplez on January 03, 2010, 08:39:02 AM
what is an encounter?

"Cursed supports don't count towards your power" - what is power? and how often in a 'typical' game are you going to be cursed (like is it a rare effect, a common effect, a game rule)?

the rules are straightforward, thats a nice thing :) gl with the rest
Title: Re: Dark Journeys
Post by: Tokimo on January 03, 2010, 08:49:24 AM
How does tactic and ability resolution occur when multiple players are vying to cast/resolve their effects? Is it last-in-first-out or first-in-first-out? How does priority change hands?
Title: Re: Dark Journeys
Post by: Dragoon on January 03, 2010, 09:44:16 AM
Q. what is an encounter?
A. Encounters are the creatures/monsters/villians/minions you fight. (They have power & hit point stats)

Q. "Cursed supports don't count towards your power" - what is power?
A. Power is listed as two crossed swords on a card. It's the attack strenght of a card. Power of players, however is equal to 1 plus the power of the support you use.

Q. How often in a 'typical' game are you going to be cursed (like is it a rare effect, a common effect, a game rule)?
A. Curses are results of card effects. Players can't be cursed. How much depends on the region you play against. (Deadmoor and Underdepths have the most curse effects.)

Q. How does tactic and ability resolution occur when multiple players are vying to cast/resolve their effects? Is it last-in-first-out or first-in-first-out?
A. Last-in-first-out. Effects in response to another effect resolve first.

Title: Re: Dark Journeys
Post by: Dragoon on January 04, 2010, 08:33:55 AM
Playtest set underway! (Once I finally know how to get lacky running...)

Also, Cards..

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Title: Re: Dark Journeys
Post by: Ripplez on January 04, 2010, 08:50:35 AM
may we take part in the playtest? it mght be fun :S
Title: Re: Dark Journeys
Post by: aardvark on January 04, 2010, 09:13:46 PM
Wow, just wow! I must admit you've done an awesome job in the presentation of the cards. Functional (once we get the icons down  ;D) and appealing. Now we just need to make sure the rest of the game live up to your standards.

Good on ya, mate!
Title: Re: Dark Journeys
Post by: Tokimo on January 04, 2010, 09:56:57 PM
Where do you find artists? >_>
Title: Re: Dark Journeys
Post by: Dragoon on January 05, 2010, 02:32:07 AM
Quote from: Tokimo on January 04, 2010, 09:56:57 PM
Where do you find artists? >_>
Deviantart  ;D
Title: Re: Dark Journeys
Post by: Tokimo on January 05, 2010, 10:13:44 AM
Do you take their art and just credit them or are you getting them to draw art for the game?
Title: Re: Dark Journeys
Post by: Dragoon on January 06, 2010, 01:10:53 PM
Quote from: Tokimo on January 05, 2010, 10:13:44 AM
Do you take their art and just credit them or are you getting them to draw art for the game?

I just take their art and credit them. If they don't want their art to be used, I will remove it.

1. Cost
2. Name
3. Region
4. Rarity and Collection Number
5. Type
6. Rule Text
7. Favor Text
8. Power
9. Hit points
10. Armor
11. Artist
12. Copyright

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Title: Re: Dark Journeys
Post by: aardvark on January 07, 2010, 01:51:43 AM
Thanks for that, Dragoon. I like the layout but must admit that the bridge troll is a lil' off in my eyes with the mat icon not reaching across the entire card. That's just one mans opinion though so use your own judgment.
Title: Re: Dark Journeys
Post by: Ripplez on January 07, 2010, 02:53:20 AM
make the flavour text a little more distinctive. when i looked at the flavour text for the mercenary my eyes did a double take before i realised it was italicised. other than that, it looks pretty ok. got any cards in the other colours? :)
Title: Re: Dark Journeys
Post by: Dragoon on January 07, 2010, 08:03:32 AM
Quote from: aardvark on January 07, 2010, 01:51:43 AM
Thanks for that, Dragoon. I like the layout but must admit that the bridge troll is a lil' off in my eyes with the mat icon not reaching across the entire card. That's just one mans opinion though so use your own judgment.

what icon do you mean?
Title: Re: Dark Journeys
Post by: aardvark on January 07, 2010, 10:55:25 PM
Referring to the icons on the left, how the mat ends at their right side. I think it might look better if the mat extended all the way to the left hand side.

Or, Trevor put up a nice sample here (http://www.lackeyccg.com/forum/index.php?topic=20.msg85#msg85) with the icons slightly overlapping the text space. Of course it's on the bottom instead of the left as you have yours but you get the picture.
Title: Re: Dark Journeys
Post by: Dragoon on January 08, 2010, 01:47:21 PM
Quote from: aardvark on January 07, 2010, 10:55:25 PM
Referring to the icons on the left, how the mat ends at their right side. I think it might look better if the mat extended all the way to the left hand side.

Or, Trevor put up a nice sample here (http://www.lackeyccg.com/forum/index.php?topic=20.msg85#msg85) with the icons slightly overlapping the text space. Of course it's on the bottom instead of the left as you have yours but you get the picture.

Well, the icons are readable, making it right..

Quote from: Ripplez on January 07, 2010, 02:53:20 AM
make the flavour text a little more distinctive. when i looked at the flavour text for the mercenary my eyes did a double take before i realised it was italicised. other than that, it looks pretty ok. got any cards in the other colours? :)

There you are...

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Title: Re: Dark Journeys
Post by: Dragoon on January 10, 2010, 10:52:13 AM
Finished the lacky upload!

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Title: Re: Dark Journeys
Post by: Ripplez on January 10, 2010, 12:05:42 PM
where is how to install it?
Title: Re: Dark Journeys
Post by: Dragoon on January 11, 2010, 02:29:15 PM
Rules are up! (http://www.megaupload.com/?d=GKVTDAIC)
Title: Re: Dark Journeys
Post by: Howl on January 11, 2010, 04:36:18 PM
well i just want to say you did one heck of a job .. with card look .. i like it alot.. if i have tim eill download it and try it out. but it look s really nice..  good job!
Title: Re: Dark Journeys
Post by: aardvark on January 11, 2010, 11:46:04 PM
Downloading as we speak.

Now, am I blind or is the plugin not around? Are you gonna tweak it s'more before release or you just like keeping us in the dark.
Title: Re: Dark Journeys
Post by: Dragoon on January 12, 2010, 03:34:16 AM
Quote from: aardvark on January 12, 2010, 12:02:17 AM
Dl'd the manual. It's a bit messy donchaknow? I'm not sure but it seems like there's some part missing as well.

Example:

Draw strating hand
Then, each player draws up to seven cards. This is your starting hand.






encounter he uses to defend instead. If he doesn't, he may choose a support he uses to defend himself.


I got the impression that there's supposed to be more until I realized that it's continuing from the Phase 4: Combat, up another page and on the right.

Please fix this. One of the things that can hurt a game is a bad rulebook, at least until someone cleans it up a lot and streamlines it, making it a lot clearer. (I'm looking at you StarCraft Board Game  :-\)


EDIT:

I almost forgot. XP
I agree, [Trap] sounds better than [Conceal]. Now, if you plan on making a similar card that attaches to a character I would go with [Conceal] in that case.

Also, Beatdown. Maybe the character is unable to attack on the next turn. Either that or make it more expensive like you said.

Also, wtf! The first player gets to determine who the player is in a tie?
Maybe I'm just confuzzled but why? Why not have a secondary comparison like ok, both have the 15pts of valor who has the most power or the most cards left in their deck, etc.

wrong topic lad? Well, thanks for help anyway, am updating it..

.
Quote from: aardvark on January 11, 2010, 11:46:04 PM
Downloading as we speak.

Now, am I blind or is the plugin not around? Are you gonna tweak it s'more before release or you just like keeping us in the dark.

No plugin yet, I want the rules to be correct before I will upload it, I don't have time to solve all rules issue stuff..
Title: Re: Dark Journeys
Post by: Tokimo on January 12, 2010, 07:27:08 AM
You know you could upload, people could play it, give feedback on rules and card balance, and then you could tweak it?
Title: Re: Dark Journeys
Post by: Dragoon on January 12, 2010, 08:10:42 AM
Quote from: Tokimo on January 12, 2010, 07:27:08 AM
You know you could upload, people could play it, give feedback on rules and card balance, and then you could tweak it?

Meh, you're right... (http://www.megaupload.com/?d=P798MU4H)

Unizip it, and paste it in the plugin folder. Also contains rulebook 1.1

EDIT: forget to add this rule:
" If a card instructs you to exert it, put one damage counter on it. You can't exert encounters with one life or less."
Title: Re: Dark Journeys
Post by: aardvark on January 13, 2010, 12:40:59 AM
Right off the back the rulebook is a great improvement. Thanks a lot!

The cards are all well done, the text is legible. Right now I'm just waiting on 2 things:
1) card back illustrations, if yer having 'em that is
2) a showdown with ya' rawr!
Title: Re: Dark Journeys
Post by: Dragoon on January 23, 2010, 06:30:32 AM
Sorry for having slow updates, but now I have lot's of them  ;D
- Update Rulebook (http://www.darkjourneys.webs.com/plugin/Rule%20Changes%201.2.doc)
- A cardback
(http://darkjourneys.webs.com/plugin/cardback.jpg)
- Moar cards!
(http://darkjourneys.webs.com/photos/Set2/stt14.jpg)(http://darkjourneys.webs.com/photos/Set2/stt2.jpg)(http://darkjourneys.webs.com/photos/Set2/stt12.jpg)

I also have been working on a site, http://darkjourneys.webs.com/ please give it a visit

Anyway, if somebody has good card ideas, you can post them. I will look if I can implent them in the game.
Title: Re: Dark Journeys
Post by: Tokimo on January 23, 2010, 08:39:05 AM
Both the link on this page and the link on your blog are broken. Also, is there a plugin with the new cards?
Title: Re: Dark Journeys
Post by: Dragoon on January 23, 2010, 09:36:05 AM
Quote from: Tokimo on January 23, 2010, 08:39:05 AM
Both the link on this page and the link on your blog are broken. Also, is there a plugin with the new cards?
Oh crap..

Rulebook fix link
http://www.darkjourneys.webs.com/plugin/Rule Changes 1.2.doc

Site link works for me..

Just update the plugin (run the update.) for the new cards. Copy this link to the updatebar http://darkjourneys.webs.com/plugin/updatelist.txt
Title: Re: Dark Journeys
Post by: Hawkeye on January 23, 2010, 05:53:58 PM
1. The first rulebook and plug-in I can't access because I don't have anything to open RAR files!

2. Went to update rulebook and it says 'Page not found'.

3. Anyway to add rulebook to be veiw from your website?
Title: Re: Dark Journeys
Post by: Dragoon on January 27, 2010, 10:46:52 AM
Rulebook on the site: http://darkjourneys.webs.com/rulebook.htm

Doesn't contain images yet..
Title: Re: Dark Journeys
Post by: aardvark on January 27, 2010, 08:03:13 PM
The extra 'l' makes the link go deaded. In case anyone was wondering.
Title: Re: Dark Journeys
Post by: Dragoon on February 19, 2010, 05:41:06 AM
Quote from: aardvark on January 27, 2010, 08:03:13 PM
The extra 'l' makes the link go deaded. In case anyone was wondering.

Damn, annoying non-html stuff...

In case anyone is wondering, I'm still working on updates and other stuff. Be expecting an update soon!
Title: Re: Dark Journeys
Post by: aardvark on February 20, 2010, 10:03:12 AM
Good stuff, can't wait to give it a try.
Title: Re: Dark Journeys
Post by: Dragoon on February 21, 2010, 02:51:48 PM
Some Changes listed here  :D
(http://darkjourneys.webs.com/photos/FC1/fc112.jpg)
The bottom icon makes it a weapon type card. Nothing more, nothing less. Use it as a quick reference.

More cosmetics for adventurer cards :P
(http://darkjourneys.webs.com/photos/FC1/fc12s.jpg)
The bottom line icons indicates the number of certain item types the adventurer may carry. (two weapons)

More flipping stuff!
(http://darkjourneys.webs.com/photos/FC1/fc113.jpg)
Title: Re: Dark Journeys
Post by: Basilisk on February 22, 2010, 09:38:20 PM
The cards look really good - great job!
Title: Re: Dark Journeys
Post by: Dragoon on February 28, 2010, 05:20:06 AM
Updated with 20 new cards.

http://darkjourneys.webs.com/apps/photos/album?albumid=8321622

To update, run the updatelist url
http://darkjourneys.webs.com/plugin/updatelist.txt
Title: Re: Dark Journeys
Post by: Sahaen on May 12, 2010, 08:45:05 AM
Amazing. I would pay for this.
Title: Re: Dark Journeys
Post by: Dragoon on May 12, 2010, 02:49:37 PM
Quote from: Sahaen on May 12, 2010, 08:45:05 AM
Amazing. I would pay for this.

Why so? Cause it looks professional or what?

Sadly, I am unable to continue this work. :-[ Both my PC and backup with the data files died, and I am too lazy to start anew with the same work from scratch.
Title: Re: Dark Journeys
Post by: Sahaen on May 13, 2010, 03:52:30 AM
Yes it looks really professional...

And that's too bad. Ah well I'm sure you'll come up with something better!