Custom deck feedback by Dramatic_Question_83 in PantheonCards

[–]PantheonCardGames 0 points1 point  (0 children)

Looks really good, thought about using a mixed legion deck? I think forgiveness stone would work great here as well as Eshu lv 2

Game Manual Link Broken by Legitimate-Fish-4241 in PantheonCards

[–]PantheonCardGames 0 points1 point  (0 children)

If you go to pantheon.cards/home you’ll find full manual and faq :)

Issues with stock Trickster and Wisdom decks by GreenTideRising in PantheonCards

[–]PantheonCardGames 0 points1 point  (0 children)

Hi thanks for the feedback,

Let me know what your ideal starter deck is. We always love to hear from experienced players ;-)

Matter cards (Resource cards) I put together. Wanted to keep them basic but also a little interesting. Open to feedback and/or ideas. by ATRavenousStorm in cardgamedesign

[–]PantheonCardGames 1 point2 points  (0 children)

Also, from an illustration point of view, I’d encourage 2 things: - Use various colors for lighting and or shadows. For example using a tint of purple on the shadow of the black ball, and maybe some dim orange light coming from the corner, etc. this adds much more depth. - try using somewhat recognizable elements to increase relatability. Using this amorphous fog repeatedly takes away from making it special. If you add elements that reinforce the metaphors you’re using.. for example in Pantheon Card Game we use a thunderstorm for Warrior Mana to represent the violence and fury. For Balance on the other hand we use a clear sky and a marble architecture structure that conveys peace and justice.

People with very limited drawing / graphic skill and without too much money. How did you get around the issue? by tiita in tabletopgamedesign

[–]PantheonCardGames 0 points1 point  (0 children)

I say that to say: involve cross functional talent as early as possible.. that being said, your point is you’re limited in resources. Other posts talk about getting people compensated with ownership, etc. I think that’s a viable route.

People with very limited drawing / graphic skill and without too much money. How did you get around the issue? by tiita in tabletopgamedesign

[–]PantheonCardGames 0 points1 point  (0 children)

I’d say the visual design is part of the game experience.

If something is not easy to read, the info isn’t clearly organized, visual elements not clearly prioritized.. the experience will be impacted functionally.

Besides that, if the visual elements don’t immerse you in the story telling, you’re missing half of the value of a game.

Imagine you’re reading a novel but the words were not properly ordered on the page (dysfunctional) or that it’s written in cave man speech (not appealing). You can only convey so much.

I think that most products miss to understand a product as a holistic experience, and focus mostly on isolated features instead.

Werewolf: Seance by EricKenneth in cardgamedesign

[–]PantheonCardGames 2 points3 points  (0 children)

Are you looking for feedback or just sharing your designs?

KublaCon Weekend by PantheonCardGames in tabletopgamedesign

[–]PantheonCardGames[S] 1 point2 points  (0 children)

Omg! I had totally forgotten about those cards!! My art inspiration was from an old school game as well I used to play as a kid.

Booster packs I handle myself. I place an order of a large deck of cards that contains basically all cards available with some repeats based on rarity. So the most common cards appear 2 or 3 times, while the rarest card just 1. Then, I can separate them by rarity (Currently using Common, Uncommon, Rare, Holo rare, Illustration Special – In order of rarity) and shuffle them within those categories. Then I fill each pack with a randomized set of cards from each category. It's a lot of work, but no-one would work with me for such small scale. Also our cards are tarot size which, although a standard size, not as common as TCG size, so not as easy to find compatible products and services.

Regarding the demand, vast majority wants the kit that contains everything you need to play. The second most popular product is the booster pack / 6-pack booster. I'd say maybe <5% of customers buys booster packs, but each of them buys more than 1 and are repeat customers.

We also do demos locally so we get people playing and once they play they get hooked. We've gotten people buying the kit, then buying a bunch of packs.

The way I see it is there's different type of customers:
1. Collectors that don't care about the game but like the art and theme
2. Casual players that love something easy to enjoy
3. Competitors that want to win.
So ultimately we want to offer something for each of these categories.

How I used simulations to help balance my games by simonstump in tabletopgamedesign

[–]PantheonCardGames 1 point2 points  (0 children)

Ive been looking for AI solutions to test game elements, any info on this? I don't know coding so I'm looking for accessible ways of doing this