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.
This Saturday saw the development team meet again to further refine the mechanics of the Crusaders card game. Certain cards that had defied to be reworked were finally clarified during this session. A working play set is near at hand.