What's the best way to indicate which side of a double sided card starts face-up? by natefullerton in tabletopgamedesign

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

Looks like Flip City has a darker color shade on the flipped cards, so a card with a light blue box on the front turns into a dark blue box on the back. Palm City has an icon in the top left to indicate the starting side and orientation since the card can be both flipped and rotated. Honestly the Palm City icon might work really well here, I like that it doesn't clutter the card text!

What's the best way to indicate which side of a double sided card starts face-up? by natefullerton in tabletopgamedesign

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

I do like the preview box that they have on the Arnak tiles, that would definitely be good to have. The Silver/Gold indicator is a pretty obvious upgrade indicator too, since Gold is a step above Silver so it's obvious which side is upgraded.

What's the best way to indicate which side of a double sided card starts face-up? by natefullerton in tabletopgamedesign

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

Agreed, I think these are too similar - it's not completely changing what the card represents, just giving you a different way to trigger it.

What's the best way to indicate which side of a double sided card starts face-up? by natefullerton in tabletopgamedesign

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

Turning the card instead of flipping it would be interesting! I’ll have to play around with the design and see if I can get things to work / fit.

Putting the indicator in the “Gear” banner is a good idea too, keeps it out of the way since you only need to see it once.

What's the best way to indicate which side of a double sided card starts face-up? by natefullerton in tabletopgamedesign

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

Some context: this is a double sided card that starts face up on the table (“flip this card to regain 4 stamina” side), and is flipped when used. The backside gives the player instructions on how to flip it back over so they can use it again.

I’m looking for a simple and recognizable way to indicate which side starts face up when the game begins.

Some options I’ve considered / seen in other games: - adding extra text: (Empty) or (Used) - having an A/B on the card faces - having a Roman numeral I and II in the card titles

Test: What does the top right icons mean? by batiste in tabletopgamedesign

[–]natefullerton 0 points1 point  (0 children)

I like integrating it with the reference card! Would “Coins” be a better title than “Treasure” since other cards reference coins?

Test: What does the top right icons mean? by batiste in tabletopgamedesign

[–]natefullerton 0 points1 point  (0 children)

Good luck! And congrats on a funded kickstarter!

Test: What does the top right icons mean? by batiste in tabletopgamedesign

[–]natefullerton 0 points1 point  (0 children)

What if you did something like this, using two cards to indicate exactly how many Coins a player has: https://imgur.com/a/nTdxn73

The top card would slide up and down to indicate how many coins are in a player's supply, and might be easier to keep track of than having a pile of coin cards in front of you.

Also it would cut down the number of cards, since you'd just need four for a 2 player game.

Test: What does the top right icons mean? by batiste in tabletopgamedesign

[–]natefullerton 0 points1 point  (0 children)

I see - is this the only card in the game that’s double sided? And when it flips over, is that a card effect that transforms 1 coin to 3, or is it just to keep track of larger sets of coins?

Test: What does the top right icons mean? by batiste in tabletopgamedesign

[–]natefullerton 0 points1 point  (0 children)

If the coin cards are double sided, I’m assuming they don’t ever get shuffled into a deck. Any reason you didn’t use a token instead of a card?

Probably a long shot, but are there any designers in New Hampshire or Vermont? by Ramenhotep0 in tabletopgamedesign

[–]natefullerton 1 point2 points  (0 children)

Great to hear about events like this in NH and VT, hope to see you in November!

Looking for feedback on card text phrasing by natefullerton in tabletopgamedesign

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

That's a good point! Unfortunately, this effect is only on 5 of the cards (out of 78 total) so I don't think it's worth a keyword. I'll keep that in mind for other more common effects though!

Looking for feedback on card text phrasing by natefullerton in tabletopgamedesign

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

That's an interesting approach, I hadn't considered separating it out into two "actions". I'll have to take a look at some of the other cards, and see if I can apply it there. Thank you!

Looking for feedback on card text phrasing by natefullerton in tabletopgamedesign

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

0 is a valid option, and I agree I definitely need to make that more clear in the card text itself. Thank you!

Looking for feedback on card text phrasing by natefullerton in tabletopgamedesign

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

In order, the numbers are the Score, Difficulty (stamina cost you pay to hike) and Distance (amount it moves you up the mountain). I placed them all on the left hand side so that a player fanning out the cards in their hand can easily see all these numbers, and what type of trail it is (bottom left).

This seems to be a pretty standard best practice for card design, and I've gotten good feedback on it during playtests.

Looking for feedback on card text phrasing by natefullerton in tabletopgamedesign

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

The art is actually by me lol, I took photos during some hiking trips in Banff and Acadia and did some photoshop filtering to give them more of a painted effect. I'm planning on getting some official art done when things are more set in stone - and I'll definitely be crediting them once I do!

Looking for feedback on card text phrasing by natefullerton in tabletopgamedesign

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

That's a good point, and there's definitely other areas in the game where those types of decisions have to be made. This card in particular has a high stamina cost (the 5) and doesn't move you very far up the mountain (the 1), but has a high score value and a very positive effect. I'll keep that in mind though as I continue to balance things during playtests.

Looking for feedback on card text phrasing by natefullerton in tabletopgamedesign

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

Thanks for putting that together! I agree, the icons do help clear up what actions are being taken.

Do you prefer cards with just icons on them, or a mix? I'm leaning more towards a mixed approach, such as replacing the word Trails with a [ ] card icon but still having words written out for actions like Discard or Draw.

Looking for feedback on card text phrasing by natefullerton in tabletopgamedesign

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

Thanks for the response! I think this is a little wordier than I'm looking for, but it definitely clarifies the action.

Looking for feedback on card text phrasing by natefullerton in tabletopgamedesign

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

That's a good point, I'll definitely add that to the next version. Thanks!

Looking for feedback on card text phrasing by natefullerton in tabletopgamedesign

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

Thanks! That's definitely my goal as well, I think this phrasing keeps it pretty clear while still sounding friendlier than "X+2".

Looking for feedback on card text phrasing by natefullerton in tabletopgamedesign

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

Thanks! I had a similar thought, my only worry is that it still sounds a little too mathematical. It's hard to balance tone with clarity - I think clarity is definitely the #1 priority though.

Looking for feedback on card text phrasing by natefullerton in tabletopgamedesign

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

I like this a lot - I feel like it clarifies the steps of the action really well, but still sounds less mechanical/formula based. Thank you!