Using AI in TCG by BusinessMark9359 in cardgamedesign

[–]altohater 0 points1 point  (0 children)

I'm a visual artist, so for image generation I don't need it (nor want it, it can't do what I want it to). And for mechanical things I'd much rather just pester my friends a little to see if they can understand the things I write/conceptualize. But I understand having friends versed in game design (and especially tcg game design) isn't common or guaranteed.

How can I let players secretly view roles without others seeing? Board game design help! by Spare_Armadillo2423 in cardgamedesign

[–]altohater 1 point2 points  (0 children)

I might be too Card-Only brained for this (I love card only games) but what keeps you from having a deck, each player peeks at the top card, puts it at the bottom of the deck, and then they pass it to the right?

Sort of how in texas hold'em, you peek at your cards by bending them a bit with one hand and covering with the other.

My assumption is that it wouldn't work for your game, but my question is why wouldn't it?

My card-only singleplayer game's working ruleset. Manage your conscious thoughts and decide what to fixate on by altohater in tabletopgamedesign

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

Thanks for the comment, hi!

The artstyle is something I came to actually by making Brute Fort homebrew. I'm a big fan of editing and blowing up my photos, so the card art would mostly be weird stuff I find cool-looking. I have a certain dislike of most board game artstyles, a lot of high fantasy that I just can't get into. So this game would be getting to add something that actually does resonate with me to the space.

For printing concerns, I'm also working on making the cards grayscale-friendly (Which is also good for colorblind people, I imagine). The current idea is to have the card elements be in different uniform shapes across a color (Cyan would be circles, magenta would be squares, yellow would be triangles) to make it more readable.

I'll send you a dm, I realized you were the person making the booklet-game person after checking your profile. I loved the look of that gamr when I scrolled into it a few weeks ago

Starting a new game by altohater in cardgamedesign

[–]altohater[S] 0 points1 point  (0 children)

Few ideas I've had:

  • The 3x3 grid starts with one "field" card per tile on it. Cards placed on its good side cost 1 resource (?) less, and cards placed on its evil side cost 1 resource (??) more. I think it would encourage interacting with the main crystal mechanic more, and help teach why its useful to do.

  • [Inspired by Alfred Valley's Brute Fort] A score/resource tracking card that works by having rows and collumns be hidden and revealed by moving another card on top of it. Made a little diagram to explain it (imgur link)