It’s been three months today since
we started our Open Design project here with the card game Mercenaries. I
thought this would be a good time to review what we’ve done so far and consider
where we should go from here.
After some discussion and
brainstorming, we figured out the game’s bidding system, its combat system, and
finally hammered out a working model with which to begin testing. The next
thing we needed to do was to design the actual cards for the game. We’ve done
quite a bit of work on both mercenary cards and territory cards. We’ve designed
23 out of the necessary 60 mercenary cards. We’ve also designed 6 out of the 15
territory cards needed. All together, we’ve got a little over a third of our
cards done. We still need
to create more of both of these before we can begin playtesting.
For your review, here are the
four most important Mercenaries posts so far:
To see every article in the
series, click here.
I want to take this opportunity to thank everyone that has been involved
in this project so far. I look forward to working with anyone that would like
to participate as we continue to move this game forward towards completion.
Just so you know the Mercenary Cards Round-up is just linking back to this entry.
ReplyDeleteThanks! I'm not sure how that happened, but I've corrected the problem.
DeleteHere is one that has definitely swimmiing in my head.
ReplyDeleteSakresh Punyar
The Grand Shield
Mech Defense
C.P.: 3
Once Around
Shields Increased: Add +3 combat points to 1 other mercenary, +2 to 2, or +1 to 3 other mercenaries.
"I'll keep whomever I'm with protected!"
Also I thought of a few more things regarding Ulysses: Crimson's Iron-fisted chief of security (descriptive text); Captain/Admin (1 additional tag); noting in the special ability that your team can be affected.
What do you guys think? What do you like or not like?
Sakresh seems like a neat idea. Perhaps his ability could better reflect the idea of a defender though. Maybe something like this: You can lower Sakresh Punyar's Combat Power by 1 to cancel an effect that would turn one of your mercenaries face down. What do you think of that? He could use it to protect up to 3 mercs, just like he can now, but at the cost of his own Combat Power.
ReplyDeleteSounds interesting
ReplyDeleteHello Again. Still working on some ideas for the mercs. In the meantime though, I have been thinking of a territory card. The main feature that popped in my head is an area that gives off a magnetic field that hinders certain types of mercs like mech or cyborgs. Any that are proficient in hand-to-hand or the like may be the better choice. Do you think that is too cheasy of an idea? Be brutally honest if you have to.
ReplyDeleteThat sounds like a neat idea. Maybe an effect that prevents mercs with the Mech and Cyborg tags from being played while the territory is being contested?
DeleteHellllllllllloooooooooooooooooooooooo! Long time no typeee from me! Character Idea: Daedalus League; can control cyborgs of a certain range of combat power OR a designated group of cyborgs. What do you think, too cheep, too dark?
ReplyDelete