This is a long and hopefully interesting post for anyone that want’s to get an in-depth look in what’s going on in my mind and in my layout experiments. I’ve divided it into two separate sections for your reading pleasure – one about the logo dev, and another about how one should place containers and display card costs on a template.
The logo stuff
First I’d like to present the Rebel & Merfolk logos – the only two faction symbols that are actually completed at this stage.

Most of you are already acquainted with the Elf-leaf I whooped up for the Rebels, but have probably not seen it in all it’s zoomed in glory. While seeing logos zoomed in will be extremely rare in a CCG on the cards themselves, it is still a bonus if the logo still looks good when it is enlarged. I think these ones both do, and they don’t seem to need much extra work put on them when showing them off on posters etc.
A small number of you have seen me reveal the Merfolk logo (water drop) earlier in a mindmap. The symbol I used to represent the Merfolk was an import of the nice torrent client Deluge’s icon. While Deluge’s icon is really well done and beautiful, It was just a temporary placeholder.
I have now created a new Merfolk icon. Reasons were two-fold:
1. To avoid technical legal issues in the future if we would seek to use other or additional open source licenses on cards that have our original card art on them: Since we don’t own the copyright to the Deluge icon, and it’s GPL2 (or later, I think), we can’t re-license it legally to additional open source licenses. While all of this is a long shot right now and we are not planning on ever using anything but open source licenses, I believe it is still good to think well in advance and keep our backs free from possible legal crap. It’s of the utter most importance that WT stays legal and that we never use materials when there’s even the slightest doubt.
2. While the Deluge icon works perfectly for what it was originally created for – being an icon for a software – it was not equally great as a container on our card template: In the container there are numbers – the cost of the card, and due to the wave and other graphical elements that the Deluge icon has, it makes reading those numbers somewhat harder. Furthermore, it is my opinion that the more advanced a piece of art is, the less well it will scale down in size: A complex icon will look much worse and distorted on a printed normal sized CCG card.
Thus, I created a new logo for the Merfolk, simplified it, and will maybe have to tweak it somewhat more when future print tests of it are evaluated. (Keep in mind I do all template work on a computer screen, where it always looks huge and delicious
It’s one thing to do that, and another to have the actual printed material in your hand.)
The difference isn’t striking, but it’s there and then again, how could it be, and why should it? It’s a water drop. There are really only so many ways one can depict it without skewing it and turning it into something else.
“Coincidentally” Magic the Gatherings icon for their blue faction is also a water drop that’s very similar. All in all, I think this is all related to the water drop having a very simple but elegant shape and is internationally used and easily identifiable: What better icon can there ever be for water? *scratches head* Because of that reason I will go with the water drop for the Merfolk, if they end up being a faction of their own. I don’t think its an issue it’s already used all over the world for whatever purposes. On the contrary, it gives us even the more reason to use it. An icon’s purpose isn’t to be as unique and mystical as possible. In this case it’s to identify a faction and, in best case scenario, capture some of that factions spirit and attitude.
The two above icons both do that: The green leaf reeks elvish forest living and nature, and the same can be said about the blue waterdrop of the Merfolk.
It will truly be a great challenge to put together good looking logos for the other factions. I have been getting some help and suggestions from toeholds but he’s been buried in other stuff and I fear I’ll end up trying to do this myself.
I’ve been thinking about his colour grouping and consider the concept of using colour groups an option. I won’t go into the details on that for now and will only post a part of his e-mail, outlining the idea:
Elves – green, leaf
Mermaid – blue, water droplet
Order of Dawn – purple, ?? (chalice? Don’t know anything about them.)
–
Loyalists: Red, shield
Knalgans: Yellow, ?? (What is a Knalgan?)
–
Undead: black, skull (doh!)
drake: brown, profile of lizard-like face
Northerners: White/silver, axe
Placing containers & presenting info
In the rules I’m working on I will probably have to add another variable to some cards: A threshold cost that relates to how many creatures of the cards faction that are in play (and/or in the Queue perhaps).
Example: Imagine we have a card that costs 4 gold and also requires there are 2 Rebel cards (Elf faction’s current name) in play and/or in Queue. How would we make the template look like?
2-container solution using gold coin
You guessed it: To the right we see two template examples where I’ve played around with creating a separate container for the gold cost.
It seems obvious enough to me, that the number in the “gold coin” is a cards gold cost, and the number in a card’s faction logo is it’s faction requirement of having 2 Rebel cards in play.
Interlude: The card type-field
The observant will also notice that I not only added a container, but that I also have extended the title text field in height and added card type info directly below the card’s name. Using a template that looks like our non-creature template, with a “fairy tale/saga” look, really doesn’t leave me much options as where I should place the card type info. To me it seems sensible, somewhat aesthetically defensible and very functional to place it in the same zone as the name and cost can be found.
Using this particular template, I think it’s also the only way to do it. Should you have a different suggestion, please do a mockup and post it – I’d love seeing it.
In general, there shouldn’t be any greater confusion about what part the the name is and what part the card type is. While I went with the same font to avoid overdose clutter and keep things simple, I have also slightly altered colours, used bold for the name and italic for the card type (Event in this case).
Back to the gold coins...
Personally I am allergic to adjusting elements to the centre. While the symmetry of the gold and leaf containers is nice to look at in the top picture, phaving one on the left and one on the right with the text between them, I don’t think placing text in the centre looks good at all. It’s harder to read and deducts from the symmetry just gained by the opposing containers.
Add to that the fact that a player, in the first version, has to look at two opposite corners of the card to actually figure out what it would take to play that card. I’d suggest that’s a pretty good argument, on itself, against using a the first layout.
In the second one we have gotten rid of the centre-crap, and also collected all the cost info in one single place. We still have divided it into clearly different containers. The trade off here seems to be that the gold coin intrudes on the card text field. Since the coin container is placed below the faction logo it will not allow us to write as much text as we would be able to do on the first 2 lines of the card text. It seems like this layout makes us waste around 8 characters of text on each card on the first two lines. Is this a problem?
I don’t think so, but it could be. Another related issue that could also be seen as problematic is that we don’t get any symmetry between the card text lines: The first two are always shorter on their right than the following lines.
Dots & simple icons
Instead of using real number to tell the player how many Rebel cards he has to have in play in order to use our Event card, we could convey the message by using some kind of iconic system.
I’d claim that the only time that’s a good idea is if the following criteria is met:
- Icons are simple. Very simple.
- There are very few kinds of them.
- They won’t be used in excess since the player has to easily be able to “count” (actually, it’s better to write “see” here) them as fast as painless as possible.

My opinion is that A & B above both accomplish that in a good way. I love the way A looks. However, A has three major problems that I only discovered after I created it:
First problem is that it’s icons are dark yellow. This is a result of me wanting it to match and look good in relation to the rest of the template with it’s goldy borders. While it looks good colourwise, it seems as a bad idea to use that particular colour, because it gives the impression the card costs 2 Gold Coins. It would be natural for any player that hasn’t learned otherwise that those dot’s represent gold cost and that the number in the faction logo represnts how many Rebel cards need to be in play.
That is not the case: The two yellow dots are the threshold requirement, and the number in the faction logo is the gold cost to play the card. This is an excellent example of how colour coding affects players and lead us to conclusions about what’s being conveyed.
The second problem with A is that the we won’t be able to place the dots at the same position on other cards. Why? Because other cards may be of other factions, and other factions will have differently shaped faction logos, thus, offsetting the position of the dots, and making them appear all over the place depending on what cards you happen to use. This is a consistency issue and problems like these should really be avoided unless they of course can’t. The problem is that a player will always expect to find the info in the same place, and that’s a good & reasonable expectation we won’t try to change. It makes the game easier to play if the info always is located where we’re accustomed that it should be.
Third problem relates, in a way, to the above one: The template for the creature cards is totally different. This placement of the icons is not as viable on it for several reasons.
Hence, I present B as a solution to all of the above.
I believe a system as simple as this, by just using dots, could work. These dots are almost equal to “coloured mana” in MtG. Typically a card would never have more than 3 on it. Usually it would be a lower amount, between 0 to 2.
I am not happy with how the dots look like but would still want to keep them as simple and pretty effect-less.
What speaks for using this instead of numbers is that it doesn’t 1) take up space from the card text or 2) require an additional container to always be around as clutter.
Dual-numbers
Third solution I came up with is straight forward:
- Only one container that always shows faction belonging.
- In addition, it shows both the gold cost and the faction threshold (if it exists).
- Gold cost is always the first number in the container. Whener there’s a threshold number, the gold cost is followed by : x, where x equals the threshold value.

To the left we see a card that costs 4 gold and has a threshold of 2. To the right we see a card, without a threshold – it only has a Gold cost of 4.
Admittedly, the threshold number could be coloured somewhat differently, making it even easier to distinguish it from the Gold cost.
Conclusions
Much of this is, to a degree, a matter of personal taste. Taste will matter when one chooses the way we’ll layout the template if we choose between two or more equally good alternatives.
That raises the question how we should choose between them. In the above text I’ve tried to give some arguments for a couple of my views.
I am aware that many designers would choose some kind of 2-container solution (á la Gold Coin). It is easily the most apparent choice if one wants to be overly obvious. Design teachings tell us that we can never be that. So what is there to loose by going with the 2-container solution? I think it has it’s problems, as stated above, and that it is hard for me to implement it in a good way in the current template. Until I see somebody doing it for me, I will probably rank the dual-container solution at the third place.
The runner up and winner here is hard for me to decide on. My guts tell me the dot icons is the way to go here, but my eye really hates them.
I guess it could be fixed by making them look better.
At the same time I have no problems whatsoever with the dual-number solution: Having two numbers separated by a colon (:) shouldn’t be that hard to handle, or would it? Most of the time only the player that actually plays the card will have to ever look at these numbers only once. And on occasion, whenever the opponent or player does look at them he/she’d be interested in the first number 99% of the time – the gold cost.
What are your thoughts on all of this? Share! I’d love to read ‘em…
Edit 1, 28 July:
After some interesting and unexpected input on the bgdf I’m currently contemplating something like the card to the right: It costs 4 gold and has a threshold value of 2, symbolized by the rectangles below the faction icon.
I myself am quite happy with how this looks. It was originally Rich Durham’s idea to use some kind of rectangles. However, Rich expressed an idea of letting them symbolize cards in a more direct manner. My implemntation of the rectangles are far from representing cards, instead they just seem to represent an abstract notion of the threshold.
Rich kindly contributed with his mock-up here, where he shows how vertical rectangles can be used instead, and argues that the cards come into play vertically. I agree with his thoughts on it being more apparent that the threshild is about number of cards at the table, but, question here is if a person – by looking at his mock-up – would understand that those were cards in any way at all, or in some higher degree than by looking at my own implementation of it? I’m sceptical it would send the card message to anyone, and think both our attempts fail to relay that (not that it was my intention to begin with, but a strong case can be built for it).

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#1 by xchokeholdx on July 30, 2010 - 11:01
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Phew, quite a wall of text to read, I love it!.
I really would not bother too much right now with the design of the cards (e.g. Cost-wise). Maybe the final rules don´t ask for an extra cost on the card, or needs 4 more, etc..
I think the best way to handle that is when you get to that bridge. The basic card design looks very good right now, so I would leave it at that. when the Final rules are there, then you´ll know exactly what your cards need and the great puzzle can begin.
As to comment on the cards above, I really like the cards with the 2 “bars” at the side.
Have you tried to create color variances in the background to distinguish between card types? I think it could be a way to help players creating decks and to increase the overview of the cards you have in hand.
As for the logos,
Elves – green, leaf
Mermaid – blueish Trident
Order of Dawn – Yellow to brown fading Sun or moon. (half circle)
–
Loyalists: Red, shield
Knalgans: Purple crooked hand, allthough this could be exchanged with the Undead one..
–
Undead: black, withered heart (not comic style heart, but real human one)
drake: brown, profile of lizard-like face
Northerners: White/silver, Horned helmet
Would be my take on it, as you are dangerously close to “magic” territory here, and a lot of players would immediately scream “ripoff” at the very first sing of a Blue waterdrop icon on a merfolk card.. and immidiately compare your creation with the mothership…
#2 by Jamael on July 31, 2010 - 19:11
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I agree about the magic-like feeling that the blue waterdrop could have with the players..with all the comparisons it could generate.
I think we should create something that’s easy to put number in, but with some original feeling….
My words could seem obvious but i think this logos are something that players will have always under their eyes when they’ll create the playing decks.
#3 by snowdrop on August 1, 2010 - 19:43
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xchokeholdx:
Thanks, I guess
Wall of texts is my secret super-power: I can bore people to death
..nah, but serious: I try to make meaningful posts when I actually do post. All short stuff goes into the other media in “follow us”, like twitter etc instead.
I share your sentiment about not having to finish the template right now. However, there is also a danger in not doing it now: If all cards that will be playtested use a template that has to be redone it will be a timeloss in the future when I would need to transfer texts + images to the new updated template, place and align all properly etc. Also, by using as “real” template as possible allows us to actually see how much text that fits there, how we can word, how huge artwork we can use etc etc.
Colour variation is indeed a good idea:
Currently it’s used in one way: The border that fades into black/green shows what alliance (not faction) the card belongs to, but this is of course hard to guess at this point as we have only seen cards that are supposedly from the same alliance (green one, called Naima in lack of better name). The same info is also conveyed by the colour of the name/type text-boxes.
When it comes to the colours of the cards background , we currently have a brown for creatures and a yellow for Event cards. I think I like the distinction between them, and will probably keep it.
I have been playing with the idea of letting all cards that are permanents have the brown background, and let all non-perms be yellowish, but haven’t really decided on the matter.
Using a uniquely coloured background for each cardtype isn’t something I have been thinking about a lot. It’s an option of course, but question is if it’s necessary and if it really helps gameplay (I’d say it probably does) and also if it can be made to look good (about that I’m sceptical though). I will look into it and post some love for you when I’m done experimenting.
Feel free to do the same – all you need is downloadable from this site, instructions incl, and I’d be happy to post your findings here as well.
As for the logos, some of your suggestions sound exciting, but don’t comply with the criterias for how the logo should be made (as a container). Check this for info >> http://chaosrealm.net/w/Creating_Faction_Logos …this might also be of some interest: http://chaosrealm.net/w/Template_size_references.
On the waterdrop issue, please see below:
Jamael:
I agree with you both that it reminds of MtG:s drop. Then again, and as I imply in the main text, I’m not sure I see any apparent alternatives here. I.e. the trident doesn’t work for tech. reasons explained in the wiki criteria for how it should look/work.
What comes to mind is a) a shell (oh no, all will think of the bad Oil company.. lol) or b) some kind of wave. I do however think both these are inferior to the water drop. I also believe this point is proven by the water drop being easier to instantly recognize than any of the two previous ones. Thats btw also why it can be found in MtG, and, it’s also why they use a Skull for the undead.
Yes, people would scream rip-off. Would it matter? Would it actually make a player not test our game? Would it make the gameplay and rules worse off? I don’t think so.
I mean, anyone that wants to see a parallel between MtG and any CCG can easily do so and scream rip-off anyways. MtG is kind of the mother of the genre. All games are, indeed, rip-offs in that respect. But, so what? How does it matter?
In my suggested rules (in wiki) there are a zillion things that can be seen as a rip off. I have no issues with that. I can even see it as a good think to rip off something good (if it indeed is done at all) than invent something new that’s worse off. This also brings me to the general design document: In it I declare that while we don’t have issues with originality and inventing new stuff, it’s not our primary goal. Goal is that it works at least as good (or better) compared with what’s out there. I think it shows, or at least should start to show, in the current rules I’m working on what I personally believe can be done differently and/or “better” than in MtG.
Furthermore, I don’t think a game is less of a rip-off because it has unique icons for a faction, or unique artwork.
This question is much about principles as well: Should no game creator, ever, use the water drop to signify a water people? I.e. the merfolk? Simply because MtG started doing it, they somehow get the sole right? I mean, the waterdrop is a universal icon. It’s like the sun symbol – general, cross culture, cross time. Who ripped of what here? Wasn’t it MtG that ripped it off from a zillion other games? Surely that must be the case.
I have a huge problem with a company getting some kind of implicit copyright or ownage over shit they can’t legally copyright. The generic watrdrop is such an example, while the specific version in MtG, with it’s curve etc, could in best/worst case scenario really be copyrighted. (Question is if simple geometrical shapes, like drop or circle, can be that though. In Sweden they can’t, for rational reasons.)
My view is that the drop belongs to humanity. If people with a MtG background see it as a rip-off I simply don’t care much for the above reasons: It doesn’t affect much at all, I think. And it says little about the game.
I am open to seeing any other waterish icon that could work, i.e. the shell / wave, but using the drop is like using a skull for the undead for me: I don’t have any intention in the world not designing a game as I want to myself or making it worse off, simply because WotC and a million others happened to do it before me. This is blatantly obvious with the undead & skull-connection: In what game/RPG isn’t the skull connected with them? Would we call them rip-offs? And what does it matter?
Honestly, having the defense value in a shield-container = also rip-off, having a heart to represent life = rip-off, having gold cost in a coin-icon = rip-off etc etc
Paradoxically, in MtG the blue cards contain artwork that have very little to do with sea-people, even if they are described as such in MtG lore, many times we just see humans with blue clothes etc. We would at the very least have 90% of our waterfaction actually look like it is related to the water. Not to be sacrastiv, but that alone makes at least our usage of the drop (our own ofc, not theirs) more legit than theirs. (Btw, blue in MtG “happens” to also be the “air” faction, making the whole thing with the drop even more curious
)
Question is perhaps, what do people expect and associate with a water people, that can nicely be created to function as a container here? Suggestions?
While on it, what, other than bones and/or a skull, would they associate with the Undead “faction”?
#4 by Darker_Dreams on August 7, 2010 - 15:39
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Instead of blocks under the unit faction to indicate cards of that type, why not just replicate (smaller) instances of the unit symbol to indicate more cards of that type? This allows mix-and-match threshold, more flexibility at no significant development-resource cost.
#5 by snowdrop on August 7, 2010 - 22:32
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Hi DD
Yeah, it’s a good call with the logos – you’re not alone to have suggested it, and it is one of the most natural things to do as it’s straightforward.
I would not argue against that idea. It’s likely the best one around (short of using a gold container with gold cost in it and faction container with faction cost, but, as I rambled in the post, that seems like a no-do for reasons declared above.)
Since my last post I have been experimenting a little trying to make the rectangles somewhat less old-school and odd. I’ll come to that soon.
I listened to your suggestion and I have a very hard time making it come real in a decent way form an aesthetical perspective. Let’s look at the results shall we…
http://wtactics.org/files/pics/mjau.png
1. Here they take too much space and intrude on the text area. No can. So, let’s shrink them…
2. Now that’s better: Don’t intrude on the text area any longer. But whats that? They look crap? Yes, they do I’m afraid… even when I cycle through a zillion colour combos they still end up crap looking. Something needs to be done.. Let’s do it… but first, an interlude:
3. The stuff I did since last I posted. Yeah, it’s not a stroke of genius, but I believe it sure as hell looks way better than the previous solution. Now, back to yours:
4. That’s better. I think it almost looks okey. Would probably need colour adjustment, probably lighter leafs, but it seems to save your idea.
Let’s entertain we use this, what then? >>>
Metrics: Each leaf is 5 mm wide and 3 mm in height on a real playing card. I guess the would be easily visible if just in correct colours.
Pros
- Mix & match will be possible.
I won’t add that it makes anything more obvious or intuitive than the rectangles, because it doesn’t – in both cases the player must still read about their significance, but hey – that’s not a problem in a CCG since learning one is pretty much impossible without reading the rules.
Problems
Maybe none, really, but let’s contemplate this:
a) If we went with this, we won’t be able to create faction logos that exploit the fact that the logo is placed in the card’s corner. In other words, we can’t have “open” logos that “end” due to the card cropping the in the corner. I can’t figure out an easy way of explaining it short of making a sketch, but, the logo we have seen this far – the elf leaf – it’s a full shape, closed and all. We see it in it’s entirety. Thus, it works good for our threshold meter. A logo that we don’t see in it’s entirety would not. So, if we go with this, we can’t use cropped logos. That’s not good, but maybe it doesn’t have to be an issue – maybe good logos can be created anyway? I wouldn’t know, I’m still waiting for volunteers to create them. All in all, I wouldn’t say this is a strong case against your suggestion. At least not until all logo attempt fail
b) Icons scale badly to small sizes. I haven’t seen these printed yet, but let’s compare it with MtG:s icons, the one they have to show their own “threshold” – coloured mana cost icons. White’s icon, and red’s both look like crap compared to the simpler icons of blue and black. Only reason people know what they are is because they frequently see them in zoomed in version in all their glory (on land cards). If you’d ask me, I don’t know what the designers where thinking of when they created the icons, but it sure wasn’t for good scalability (if so, then the plains symbol would not have a million rays). Once again, this isn’t really an issue yet – only a concern, as it’s just speculations.
c) This next point however, is an interesting one: You are right that it gives us larger design space if we can mix-and-match icons. That way we can create what’s almost looks like a parallel to the multi-coloured costs in mana in MtG: A creature that “costs” both having x members of his own faction in play, as well as y members of faction z, and so on.
What I ask myself is if it’s wise to introduce such creatures in WT. Why not, one might ask. Simply put, it’s a matter of resources and card compatibility.
Let’s start with the card comp: I aim at creating a game where as many cards as possible have a chance of ending up together in the same deck, where as many cards as possible can interact in one way or another.
Here’s an example of a card with very low card comp: “Uskt’s Axe – May only be given to a creature called Uskr”. That Equipment would only work with one single card in the whole game. *red light blinking & soundtrack of Das Boot playing* Not good.
An example that has somewhat better but still low card compatibility: “An’liaeth’s Joy – Target Elf becomes immune to all Magic.” If like 20% of the creatures in the game are Elfs (have the word “elf” as a subtype), then this card would have a comp of 20% as it would theoretically work with every fifth card in the game.
So, why do we want high card comp? That’s explained in the wiki link above.
I believe that having “multicoloured” creatures, or, to put in into contect: Having multifactioned threshold in WT would effectively lower the card comp. Imagine the creature had a threshold of a leaf and an orcish sign. That means that it would be virtually impossible to play the card from any other deck than one that had plenty of Orc and Elf in it. So, we pretty much hard-code and limit the card’s usage.
If so, it should generally be avoided. This does indeed still leave us space to have some few creatures that are multifactioned threshold-wise, but would those few rare cases call for the use-the-faction–logo-as-threshold-solution? I’m not sure it does.
A short last thing on the subject in this reply: MtG is a huge game, and with huge I actually mean the largest CCG ever to date with over 10 000(!) “unique” cards published. They can get away using multicoloured creatures because 1) they have cards that generate multi-mana etc 2) lands are usually in play and seldom much removed – our “lands” (creatures) will be easier to get rid off 3) MtG:s gigantic cardpool makes up for any and all loss of card comp, so they don’t really have that issue which we have/would have.
Simmed up: The card comp. is a development cost that’s way too steep to pay for the mix-and-match, I believe. I’m not sure all would agree though, but the problem is probably a real one and it’s clearly visible in smaller CCG:s that are filled with cards that have low card comp. For WT to allow max creativity to the player and interesting decks and added replayability, I think it would likely be a mistake to include “multicoloured” costs.
This does not mean that we won’t ever have cards that are very faction or subtype niched (as in my examples above of the Elvish card) – it just suggest that putting a limiting thing, like the multicolour, into system could be the wrong move.
#6 by Darker_Dreams on August 8, 2010 - 13:26
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I don’t understand the point about right-side cropped logos.
I guess I see making a design choice that bars the possibility of later doing “multi colored” cards as more of a limiting than worrying about what limitations on play making a card multi colored might have. If you aren’t going to do it having the option to do it isn’t a limit.
Multicolors aren’t the only option it opens; out of faction cards (cards that have one faction symbol but threshold with other factions) can represent traitors, ambassadors, faction related monsters, or any of a number of other things and provide interesting twists to play.
Also, having the default threshold symbol be a faction symbol allows you to make cards that also have the card symbol your using right now as well. “2 rebels and 2 other creatures of any faction in play” or just “2 creatures of any faction in play.”
Dual lands? I’m not sure there’s a way to add a second unit faction emblem to a card and make it look good, but a simple line of text; also counts as a Loyalist. A number of games have action/equipment type cards that give a card a second faction. Similarly, there are cards that make all of your X group also count as Y group for various things. (I’m thinking Battletech in particular here, but it’s been a while on that one.) Forgive the pun, but I think dual lands are doable.
On the recognizability at resize, I think you’re underestimating the fact that *generally* you’re going to see the large symbol followed by several smaller duplicates, so you’re going to get just as much if not more exposure to the big one as you would with land.
I think the second version might have more potential than you give it, but I’ll buy that it’s not quite there.
I’m just throwing out thoughts really.
#7 by Darker_Dreams on August 8, 2010 - 13:27
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I’m going to apologize, I just reread that and I’m apparently not as awake as I thought I was.
#8 by snowdrop on August 8, 2010 - 19:46
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cropped logo >> http://wtactics.org/files/pics/cropped.jpg
As you see, the logo is “cut” by the cards edge, in the same manner the Elf Wizard is cut by the cards edge. (Cropped.)
You’re right that making it a future option doesn’t force us to use it right now.
However, the limitations multicoloured threshold has on game play – what I called card comp – is not a factor that “might” kick in, as you express it
It’s more kind of a fact that a multicoloured card has lower card comp. than the same card would have mono coloured or, in our case, totally without any threshold at all. By adding yet another “colour” to it’s threshold demand, we mroe or less tell the players in a very hard coded way that such a card is really only playable in a deck that uses both those colours combined.
There is nothing on earth that can make up for that except, to a degree, a huge cardpool thats still allows a player to be very creative. We don’t have that, nor will we ever in the same extent commercial CCG:s have, since we lack resources. (For example, nobody has donated a single cent in the months we have had the donation activated.) Also, a part of the explanation to why some CCG:s have a huge cardpool and also all kinds of balancing issues, is that much of their distribution is randomized via boosters and rarity. When you take that away from a CCG it will have huge implications. I.e. no player will ever use a crap card if he/she has access to all cards, always, for exactky the same cost (zero).
The smaller the total cardpool of a CCG, the more important the card comp is. Our core set will be about 220 – 40 cards. That’s standard, but also not much when you start dividing it into different factions and card types. When releasing the core I believe we must make it maximize card comp. and only have very few “exotic” cards with low comp.
You have a good imagination.
Thematically it sounds excellent, but, it’s also just theme – it doesn’t have any implication for the rules or game itself beyond us using it thematic (if it’s also not used for multicoloured threshold creatures). Or did I get you wrong? :/
Now that’s an interesting idea, that actually doesn’t reduce card comp
I’ll have to think about that one a little bit more…
Good one.
You’re maybe correct. I guess developing new “testprints” is the way to go here…
lol.. nevermind, I’m always half asleep when working on this
…it’s hard finding time…sadly.
#9 by Torben on August 13, 2010 - 19:30
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Long time since I posted.
I believe in the last one of http://wtactics.org/files/pics/mjau.png because the pictures aren’t so big and still look good.
About multicolours
I think they are possible as dd said for traitors who just cost gold but generate faction points. They could be used in every deck and make it possible to play faction cards.
Example: I’m playing mostly elves and some orcs. I have an orc who’s requiring an orcish ‘mana’, so I play the card (does not exist) orc mercenary who costs 1 gold and generates one orcish ‘mana’ so that I can play the orcs.
You will probably not understand anything but to cite snowdrop ”I’m half asleep”.
And could someone please explain:
Also, having the default threshold symbol be a faction symbol allows you to make cards that also have the card symbol your using right now as well. “2 rebels and 2 other creatures of any faction in play” or just “2 creatures of any faction in play.”
Torben
#10 by snowdrop on August 14, 2010 - 12:30
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I agree that it looks best of the speedy versions I did of the “multi-colour” thingie. It can be improved further probably, but it’s on the right track.
The way I want to use the threshold:
Simply put, (almost) each card has a faction belonging. It’s belonging can be seen by it’s icon in the corner (where the gold cost is in). So, in our example here, we look at cards of the elvish faction (leaf).
Some cards will have a a threshold cost in addition to their gold cost. An Elf card that has a threshold cost of 3 would require a player to have 3 or more elf cards in play (or have played 3 elvish non.permanents, or have 2 elf permanents in play and have played 1 elf instant that turn, etc etc) for it to be able to come in play.
The system is very straight forward: The threshold requirement to play the card always requires the same faction as the card has itself: If an elf card has a threshold of 3, it requires 3 other elvish cards. If an orc card has a threshold of 2 it requires 2 other orcish cards.
The way you guys want to use the threshold:
In the same way, but with the addition that a card can require different factions to meet the threshold requirement.
Example: An elvish card costs 5 gold and has a threshold of 1 elvish card and 2 orcish cards. So, to put in in play, I have to already have or play 1 elvish card first and 2 or more orcish ones.
This is possible, but, it’s a problem for card comp, as explained in the link in my above answers. It gives us some additional design space, but it doesn’t really add much, and takes away more than it adds by it’s card comp reduction. Thus, I won’t include it in my dve. path of WT, but would be crurious to see how anyone would solve the card comp. problem if he/she choose to do it like that in their version of the game.
#11 by Torben on August 15, 2010 - 13:54
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So you are for a “pure” version where a race generates mana just for their race?
In contrast to a “multi” version with cards that generate for multiple race-thresholds?
#12 by snowdrop on August 15, 2010 - 15:10
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Yes – at least when it comes to the rule set I am working on. I have no issues with another one using whatever system it’s authors want.
But before I proceed, I think I want to correct the misstake I and others have done in this thread when comparing it all with “mana” from MtG:
mana vs threshold
In MtG mana is used as a payment. Mana’s equivalent in WT is not the threshold. It’s actually the gold. Mana comes in different colours (red, blue etc). Gold comes in only one colour in WT. We have only one single currency. And it is so on purpose in my dev path. Also, mana, just like gold, is spenta and once you use a mana/gold, it is lost.
Threshold doesn’t work that way: It is not spent (but old is). If you play a card that had a threshold of 3 elven cards, you can play another one that has the same or lower threshold, and another, and another, and so on. Actually, if all the cards you played were elvish, then you could play a higher threshold card for each and every one of them you played.
Example:
I have played 0 elvish cards this turn, and have 0 elvish creatures in play this turn. I now play an elvish card that costs 5 gold and 0 threshold.
After that card, I can play another card for the rest of my gold, but, it can actually requireup to 1 elvish treshold. I’ll put that card into play. Let’s say it was an elvish card as well.
Now, after doing that, I generate a threshold level of 2 elvish cards, meaning, I could play another card (if I can afford it with the gold of course) that requires a threshold of 2 or lower, and so on and on…
reason to use mana/threshold-systems
Is simply that they create balance and limit a player from mixing any and all factions in a deck, by picking the best cards and features from each faction and then playing them as if they were one and the same faction. I’d say that’s the main reason why mana exists in MtG (and it works great) and also why I have constructed the threshold to begin with in WT (since we lack gold currencies I need to have something else in place to create this balance, i.e. a Threshold system, which I think should do the trick pretty well.)
pure faction vs. multi-faction threshold
Some CCG games are built around the idea that each card only works with one single faction, or one class, or even one single creature. Such games have a low card compatibility. The less cards a card can work with, the lower the card comp is. And the lower the card comp is, the less possible deck builds there are available for the player.
In essence, all such games “tell” the player how to build his/her deck(s). Such games narrow down the amount of different card combos and also creativity when deck building. All in all, a game with 0 card comp can only be played with pre-built decks.
What has all this have to do with the threshold discussion? While it’s not overly obvious, it seems true to me that most (all, perhaps) multi-coloured cards in MtG within a block are harder to put into play, in general, than a mono-coloured card.
By being multi coloured, they also – to a higher degree – tell the player in what deck. they can/should be played. I.e. a blue & white card is only playable in a blue/white-deck. So, by making it blue/white instead of just blue or just white, we have made it harder to include in a deck. In a way, we have lowered the card comp. (Actually maybe we haven’t, and I may need to invent another word for this.. but I hope it’s apparent what I’m after here: The card is, because it’s multi.coloured, less playable in all decks except for a blue-white deck. While the same card in any mono colour would be more playable and compatible.)
Thus, I’m against having multi-coloured thresholds: They kill creativity and deck design, making the game more defined by us as developers than the player that constructs the decks. And that’s a bad thing, especially in a game with such a small card pool and as limited resources as WT currently is.
We should, I think, try to go the other way around: Try to maximize number of card combos and card comp. as much as possible while still maintaining faction meaning, identiity and differenr playstyles. That maximizes space the players, even if it is harder to design.