A Problem of Language

As Crusaders is developed, certain realities have come to light.

The cards were made over a long period of time and display inconsistent language used to describe timing and phases of a turn along with our need to eliminate basic typos.

Somehow, these mistakes survived several rounds of errata and multiple inspections from developers. An example is shown below.

Cards in  finished the version of Crusaders will have to define when the player would regain the MP and whether that happens during the step when costs are paid or after.

0037 Rune Hammer

Play Testing Continues 

The battles rage on

Play testing remains fun and we learn nee things about the game we love. 

So far, the first ten Warriors have been chosen. Decks exploiting the themes of each one are made. The focus of playtesting is now on matchups and balance. Soon, the Warriors will be balanced and the playing cards  will be in shape to allow large-scale playtesting with tournaments with all 10 characters vying for the top spot. 

Troktiko, the Bounty Hunter

Troktiko hunted Thunderhawk after he and his brother’s first battles with the Black Heart. He hunts Thunderhawk both out of duty to his profession but also the thrill of besting a warrior as great as the giant bronze man himself.

Troktiko plots and schemes to avoid physical confrontations, preferring to wait for the best chance of taking has quarry down  and not die in the process.

0010 Troktiko.jpg

The Black Knight has Appeared!

The Black Knight is the cursed form of King Edwin. Losing the war meant something worse than mere execution for former monarch.

Chaos, Drakkus’, sorcerer cursed Edwin and his surviving soldiers to live on as undead malformed versions of themselves.

Edwin ruled and lived by the strength of his clear and focused mind. To taunt him for eternity, he was made to become a violent blood thirsty undead soldier, protecting no one and harming any who enter the ruins of his former castle. 0009 The Black Knight

 

 

 

 

 

To be a Villain

The Jackal is set to appear in set 1 of Crusaders ccg. He had to be rebuilt from the ground up. His attacks were largely luck based and lacked strategy. This was the opposite of the character in the book and needed quite a bit of an update to better reflect the Jackal’s skill and instinct as a veteran warrior.

These will be posted later today.

The Darkness Draws Nearer

Crusaders as a game has suffered from many problems affecting the overall quality and balance of the game. Early on, the card pool was small and offered few options for varied deck design.

This was remedied by having nearly 150 cards to choose from, a notable feat for the small size of our development team.

Another issue was defining the exact turn and attack order to make attacking consistent and avoid conflicts.

A problem stretching from the early days until present day is balancing out certain characters against other characters. The goal was to make sure all characters have a fighting chance against all other characters in set one. That would be 10 characters to be balanced, a lofty goal. However, the process grows exponentially easier as each is balanced since each change adds to our lessons learned.

A solid issue emerged however.

Even given the best card pool and consistent rules left some games stalled out and taking as long as an hour. This is unacceptable in order to have the game be able to be played in organized play events.

We attempted to balance the game by playing a variant of the game where all damage from attacks is increased . This made the game faster but created a substantial rift between characters with higher HP and defensive abilities and those who did not.

It unbalanced the game in a way that we couldn’t lightly fix.

The solution would have to come from a new direction. The game at the time lacked any alternate means to win the game besides KO’ing the opponent. What could fix this?

Story.

Story is the reason we have a game and adding to the story element would allow our alternate means to win a game to feel natural.

Enter Heroic and Villainous Feats. An alternate but story driven means to win will change the game to be supremely better.

Stay tuned, Chaos’ dark heart will enter the game.

Card List

The game’s cards are in a nearly final state. The full list of cards to date are:

  1. Potion
  2. Power Potion
  3. Bomb
  4. Talisman
  5. Fire Gauntlet
  6. Life Medallion
  7. Lava Medallion
  8. Glacier Medallion
  9. Tornado Medallion
  10. Armor Medallion
  11. Nazgar’s Death Medallion
  12. Griffin Potion
  13. Cobalt Potion
  14. Dragon Potion
  15. Flayer Sword
  16. Exploding Arrows
  17. Imbued Gauntlets
  18. Cutlass
  19. Shatter Tip Arrows
  20. Chain Whip
  21. Heavy Blade
  22. Mineral Water
  23. Troll Coin
  24. Shredder
  25. Mega Explosive Arrows
  26. Morning Star
  27. Double Throwing Axe
  28. Stone Blade
  29. Stake Gun
  30. Diamond Powder
  31. Earthquake Medallion
  32. Ring of Faith
  33. Sounder Helmet
  34. Lion’s Mane Helmet
  35. Torch
  36. Infinity Bands
  37. Rune Hammer
  38. Iron Man Potion
  39. Liquid Rage
  40. Cake or Death
  41. Shoulder Mounted Chain Guns
  42. Scorpion Blade
  43. Wrist Lock
  44. Shoot Strafe
  45. Hard to Kill
  46. Crossbow
  47. Prism Axe
  48. Cunning
  49. Cat O’ Nine Tails
  50. Shuriken Gauntlet
  51. The Dark Heart
  52. Iron Rod Launcher
  53. Glittering Spear
  54. Tread Reading
  55. Sickle
  56. Gotcha!
  57. Wisdom
  58. Steely Resolve
  59. The Skillful Thief
  60. Last Minute Dodge
  61. The Lion Heart
  62. No Regrets
  63. Ring of Corruption
  64. Fiery Wrath
  65. A Moment to Reload
  66. Battle Hardened
  67. Piercing Stare
  68. Smoke Bomb
  69. I Dare You!
  70. Clever Dodge
  71. Sterner Stuff
  72. Extra Pocket
  73. Master Strategist
  74. The Gentle Spirit
  75. Deadly Skill
  76. Shrug Off
  77. Always with You
  78. Strike Back
  79. Retaliation
  80. It’s Not Over Yet
  81. Burning Essence
  82. Deep Fortitude
  83. Fangs of the Jackal
  84. Solemn Robe
  85. Limit Breach
  86. Dispelling Force
  87. All the Strength I Need
  88. Argon Blade
  89. Resonant Harmony
  90. Chant
  91. The Burning Heart
  92. Everything to Gain
  93. Heel Dig
  94. Battle Drunk
  95. Learn to Focus
  96. Earth Channeling
  97. Plate Armor
  98. Speck Axe
  99. Brushfire Trap
  100. Quick Recovery
  101. The Love of Battle
  102. Fortress Armor
  103. Bear Trap
  104. Villainous Strength
  105. Broad Shield
  106. White Gold Armor
  107. Brawn
  108. With This Blade
  109. Fury
  110. Food
  111. Momentous Vision
  112. Eyes of the Jackal
  113. Quick Draw
  114. Improvise
  115. As Long as I Breathe
  116. Eyes on You
  117. Unkillable
  118. Stalker
  119. Unconquerable
  120. Defeat
  121. Don’t Corner Me
  122. One Bullet
  123. Prison of the Soul
  124. Champion Armor
  125. Trial of Soul
  126. Valor
  127. Unbeatable
  128. Heroic Strength
  129. Sense Strike
  130. Breakthrough
  131. Play Dead
  132. Fistacuffs
  133. Counter Attack
  134. Grip
  135. Focused Training
  136. Fortitude
  137. Sabotage
  138. Calm in the Storm
  139. Blackened Cursed Armor
  140. Pendant
  141. Amulet
  142. Dragon Scale Armor
  143. Desolation
  144. Sheath
  145. Goblin Gas Bomb
  146. Scroll of Recall
  147. Dragon Tooth Spear

An Obvious but Rewarding Challenge 

The next stage in development is to alter something that has felt complete for longer than most parts of the game, the platmat. 

The Crusaders game has had the playmat set for a long period now. It felt functional and well resolved but major additions have been added since. The game now incorporates a larger and easier to use stat tracker and the newly added Feats tracker. In order to save table space and make the experience more streamlined, the playmat will become the center with the other elements. 

Details to follow

A necessary evil 

As the rules of the game change to become complete, we will see some areas that never had any clarification take shape. Case in point, the exact nature and timing of attacking had to be defined. It now appears as follows:

Attack / Use Skills / Use Items

• You may choose to attack your opponent.   • Choose an attack from your Attack List. 

• If any Abilities or cards in play affect your                    Courage and MP costs, apply them before                        you pay the Courage costs of the attack                    you’ve chosen. 

• Your opponent may then play cards  or                other effects here that would increase or                decrease your Courage and MP costs.

• Pay any Courage and MP (Magic Points) 

                You may use Skill cards at any time during                      this step.

• Use any Abilities or other effects in play                that require a cost to pay and pay any costs                for these. 

• Make any calculations affecting final dam                -age including any Weapons, Armor, Ac                cessories or Medallions in play. 

Any and all calculations are done in the following order:  

Multiply, divide, add and subtract.