The opening to my video show about Crusaders
The play testing for Crusaders had that nagging feeling that the game lacked something, a greater strategic capability in battle.
I came to the conclusion that separating the deck into the 6 types of cards, Weapon, Item, etc would add greatly add to the strategy players could employ.
Each card type now carries an individual cost to draw. This means you’ll have access to all card types through out but won’t be able to draw them without a greater plan to pay for it.
The current values are only placeholders and may need to be adjusted as time goes on.
The six spaces to the right will be each card type pile. The spaces to the left will be the ones used to show cards in play.
The former space for the main deck is now the space for cards removed the game.
Play testing is on going but this change added needed complexity and strategy for a story driven battle.
I should explain why the following changes would be implemented. In all the play testing for Crusaders, a common issue plagued most battles. Randomness. Not the kind that comes from dice rolls or the like. It was that certain characters require or at least greatly benefit from certain types of cards making their way into a game. Phrases like:
“I never drew a potion all game.”
“I never did get a Weapon out to use X’s abilities.”
This sort of thing weakens a players feeling of being in the driver’s seat of their Warrior. I would even go so far that having the “luck of the draw” was becoming too important of a win factor.
The solution to me was as radical as it was simple.
“Reduce the randomness to a manageable level and allow for more strategy for players. But don’t break the game.”
Shortly I’ll post the an image that will show what the changes I propose.
Crusaders is meant to be played with play-mats, both for ease of placement but also since the numbers of certain card types is limited. This new mat is smaller and creates natural spaces for players to put their Warrior and Feats Table.
The Supply Pile or deck is placed on the right side to prevent a player from having to reach across cards in play and possibly disturb carefully placed counters on them.
Also added are updates to a player’s turn order. Planning step, Strength Gathering Step (SGS) and a player’s Second Planning Step.
Testing will go on but at least it will be on an eye catching mat.
It’s no secret that Crusaders gameplay required a great deal of revisions over the long development of the game. Most recently, the game had two new terms added to cards in order to clarify timing and save space on the cards with oft repeated terms.
Strength Gathering Step is now SGS
(This will aid in saving space on cards and manage white space on the cards)
Place into Play is now Planning Step.
(This will help to separate cards that must be used during your turn before you attack and cards that stay temporarily in play)