iconic & symbolic card recognition

CCG players learn to easily identify the cards in a game by using each cards unique artwork. It’s not the artwork in itself that’s interesting, as it many times is totally irrelevant for what the card text says. What’s central is the fact that each card has it’s own artwork, and by just seeing the art the player usually knows what’s going to happen, at least the big picture of it, without ever having to re-read the card. Indeed, artwork makes it possible for players to tell what a card does without having to read at all (granted they have read the card and seen it enough times beforehand).

iconic
This process with players memorizing a cards effect by just seeing it’s artwork was dubbed “iconic” by Trevor from LackeyCCG in a topic where we discussed WTactics approach to it’s Event-cards.

resource limitations
WTactics has approx. 120 art pieces. All of these are of creatures, meaning we have the art for many units but no art at all for Event cards. A solution to this is to make the event cards display symbolic graphics. It’s symbolic in the sense that there could be some link between what the card does and what kind of creature it depicts. In the picture to the right you can see a good example of this:

symbolic
The Druid is depicted on 3 different cards, all with their own name, cost and effects. The symbolic meaning of having the druid there is of course the fact that the Druid, as a unit in the game, is not an aggressive warrior. On the contrary, it’s healing, loving and kind. Thus, all three event cards that have the druid on them are of that nature – none of the spells are aggressive, all are caring somehow, etc etc.

problem
If we use the same unit artwork over and over again on different Event cards, then the art can not be used iconic even if it can be used symbolic. Result would be slower gameplay and the need to read cards a lot. For example, imagine we have 10 different Event cards that somehow are connected to the Druid. Whenever a player sees such a card the only thing that differs it from the other 9 is the text – not the artwork. The player can’t identify the card rapidly, which he can properly do in all other CCG:s.

solution
Currently there are only two solutions to this problem (both being temporary until we can replace them with unique art) :

1. Only use each art work only once on the Event cards.
This would work, but has the drawback that we can only have a total of 120 Event cards.

2. Use each work several times, but differentiate it on each card it’s used at.
This is what’s done in the included picture, and at the same time it also makes it easier to see when an Event can be played or not (C = In combat, T = own turn, A = anyones turn). We have red, orange and purple Druids on the only three event cards that will have the Druid on it, as seen in solution 4 on the picture. Yeah, the colours need fine tunining, but the concept seems to be good enough. Or is it?

The result is that by looking on the card art only, the player can use it both iconic and symbolic. If we see a player using a “red druid” then we know what will happen, because there is no other “red druid” in the game.

The limitation of this is that each unit can only be on a total of three differently coloured event cards, but that’s hardly a limitation at all since the units themself are symbolic and can mean anything that can be associated with them. WTactics has so many versatile units that it’s really only up to creativity to set the boundaries for what kind of Event cards can be created or not.

If this solution is used we’ll get a theoretical span of 120 x 3 = 360 Event cards. That, + the 120 unit cards = a game with a total of 480 cards. That’s not bad. At all. Especially for only having unique creature graphics.

1, 2, 3 or 4?
In solution one I only use the differently coloured containers to graphically mark out it’s a different card from the others. While I personally think the cards look great and all, it has a major drawback: The player must view both the coloured container and the artwork, and then combine that info, to derive what card it is. This is iconic, but the icons are two, and they’re even placed on different sides of the card, forcing the eye to move/scan the card. That’s just lousy design which I’d like to avoid.

Solution two is one I like: There we still have the coloured containers (we can see from their colour/letter when the card can be played) and we also have some colour crap behind the artwork. By just looking at the artwork section of the card we can actually start using the artwork as an icon. Mission accomplished. :) But, and yes, there is always a but – is this really aesthetically appealing? I’m not to sure. I know it has grown on me. First notion is it looks cheap and ill designed. Now I’ve been staring for so long at it I have kind of grown fond of it.

Solution three if probably the one I like the most. It’s the same as solution two but a different graphical approach: Here I’ve coloured the druid itself. Can it be clearer than this? I’m not sure if I like this or the above solution the most. This has it’s own weird appeal. Reminds me of some old-school game I’ve never played and the rpg:s Fallout 1 & 2 for some reason.

Solution four is probably a bad idea for the same reason as solution one is. On top of that, it looks cluttered and makes the text harder to read when you have crap behind it.

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presenting two new card types…

The first new card type is the instant/event/magic-type. This is not a permanent, and depending on it’s subtype, it can be played during your turn while not in combat (T), during combat (C) or on your turn or the opponents but not during combat (A).

It has a name, a cost, familiar art-work, and at the bottom it has key words. These tell us which unit that can actually cast the event card. In contrast to MTG and some other CCG:s it’s not the player that casts the event cards. They are played by the units.

The support unit is the first new card type we’re interested in playtesting. Above, it’s the Ranger. Support units must be put into play on a normal unit (i.e. the Druid). Once attached to a normal unit they will usually not leave them. Instead, they and the normal unit are combined from then on and form a legion. In essence, a legion is treated as one huge unit. No specific part of it can be targeted – if it dies all units in the legion die. (There will of course be cards that alter these things, but as default rules we’ll try out something along these lines…)

Those of you familiar with MTG can easily relate to our support units by comparing them with Enchantments. Support will have a slightly different template look in colour, and they also lack level. In some cases they will not have stats modifiers and just add abilities to the unit. In some cases they will have both stats modifiers and abilities (even negative ones ;) ).

Currently the ORC has 3 main card types: Units, support units, and events (which are further divided into 3 subtypes which regulate when they can be played). Plans are to playtest these and see how it fares…

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playtesting

We fired up LackeyCCG and got some playtesting done this evening. The patch works well, and the game is playable.

Now the foundations are set it’s time to make it as exciting as possible. The next steps are looking at having non-character cards, and toying around with a few other win conditions.

complete dev kit released

Up until now a little magic and sweat has been required to make our template file display as it should. This hasn’t been a bug, rather it was the result of how files are imported into Inkscape. Because of the way the program handles the paths it’s best to use relative ones within Inkscape. By having all files that the template requires in one main directory we enable the template and finished cards to display properly within Inkscape on any system, independent of platform or paths.

This has now been done and all you need to start producing cards for your own rule set of WTactics is included in this development package. Just un-tar it, and start getting busy! :) Since the template has been done in the SVG-format it’s very easy for you to add new containers, move the old, resize them, change colours etc etc. Only your imagination & your rule set is the limit to what you can do with it.

The dev kit includes: The SVG-file where the template and card-assembly is done, the card art, the fonts dlgzand a short readme-file explainig how to use it all once you have downloaded it. Please read that file.

Much pleasure, and don’t forget to get back to us with your creations so we can publish them for you (granted you have also developed a rule system that go with them ofc). Also drop us a line if you need support – we’d love to help you out and reply as soon as elvishly possible.

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lackeyccg patch released

I’ve finally managed to put together a patch for LackeyCCG, which makes the game playable online, for free. :) Here are some screenshots:

Notice
Please keep in mind that this will be of no use to you if you actually intend to play the full game since a) the rules for this game don’t exist yet and b) all cards are not included (yet) in the patch.

This patch is intended only as a proof of concept and it’s primary purpose is to aid whoever is interested in developing rules for WT. Since LackeyCCG is like a virtual table, it really doesn’t enforce any rules at all, making it easy to play the game however you feel like, and in effect it helps the development process.

Get it
To get the patch you need only follow these simple steps:

  1. Install LackeyCCG. It runs non Windows & OS X, as well as in Linux under Wine.
  2. Run LackeyCCG.
  3. Enter Preferences.
  4. Auto-update >> Update from URL >> http://chaosrealm.net/wtactics/lackeyccg/updatelist.txt
  5. Once it has finished updating, exit LackeyCCG, and then start it up again.
  6. To get the most recent card images you can either a) open Preferences and press the “download missing images”-button or b) start using the deck editor – it will download each card as you use it.

Update it
Whenever huge enough and important updates are made to the patch, and there will be soon enough, we will write about it on the site. To then update the patch you have to 1) erase the whole patch from your LackeyCCG-directory (i.e. /LackeyCCG/plugins/WTactics) and then 2) repeat the process above.

In the future update will be a lot smoother using Lackeys built-in checksum system, but for now that’s a waste of time and this is the way to go.

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orc re-vamp & a tool

the ware
First I’d like to introduce a nice new tool I discovered that’s called Dia. It allows us to create nice flow charts easily and a sample of the original rules concept turn/phase sequence can be seen here to the right. Dia is open source of course and available for lovely Linux among other OS:s. I’ve added the link to it in our FAQ and recommend everyone with the need to try it out.

the vamp
As anyone that has actually playtested the orginal rules concept (orc) has surely noticed it’s not working out and has some serious and fatal issues.

1. victory points á la shapes
The main problems it has is that the victory point system – which enables a player to get points for creating an empty shape in his opponents army – does not play together very well with the fact that a player can recruit freely every turn (even if he/she pays for the recruit). Most of the different empty shapes never occur because the opponent will mend the holes in his/her army by recruiting a new unit.

Using shapes for any kind of victory condition has proven to be very tricky to accomplish. I’m probably abandoning that idea for now, but would gladly revisit it should anyone have some good input on it.

The concept of shapes can, in any case, be used as a requirement for some types of ability payments: The more we want to limit the use of an ability without having to make much more expensive in marked cards, the more incentive we get to ask for a payment in a shape, i.e. [c] instead of [2].

2. overpriced
Most cards are overpriced. All creatures should probably have their cost lowered with 1, and many of the abilities are also too expensive. This will be fixed in the next revision of the elfs.

3. AP:s goodbye?
There may be good reasons to ditch the AP:s, allow unlimited number of attacks (but still just 1 per creature due to the fact that attacking marks a card) but limit the number of movements to just 2 per turn.

4. attack system
I’m not impressed at all by how I devised the attack system and will look at alternatives. The thing which bothers me the most and which is related is the admin it takes to keep track of HP of each character. If possible I’d fool around with letting everyone have just 1 HP and use some kind of MTG approach instead to lessen admin work and add elegance to the system, if I can also still keep the effect of Rows and Spatial placement in the game.

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playtest stats sheet released

dlpdfA sheet that helps you keep track of basic things while playtesting has been added in our downloads section. It can be downloaded as an Open Office Writer file and as a pdf.

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elves playtest proxy 1.1.2

A new and current proxy sheet of the Elves as they are this far has been released in the downloads section.

A pdf-version has also been added for your convenience.

v.1.1.1

  • Archer price was made higher, from 2 to 3
  • Fighter close combat lowered, 4 -> 3
  • Druid Self-heal cost lowered [ ] [C] -> [ ]
  • Druid Heal cost raised [ ] -> [ ] [ 1 ]
  • Wose cost lowered, 5 -> 4
  • Wose Self-Heal made eaiser, [ ] [ P ] -> [ ] [ 3 ]
  • Mage Fire Elemental cost lowered, [ ] [ 2 ] -> [ ]
  • Marksman is missing? Marksman has Shaman art.
  • Elvish Captain & Hero artwork is mixed up. It needs to be swapped back since they’re already known with their associated artwork. (And the Captain, bearing the flag standard, gives the bonus through it – troops get inspired seeing the flag etc)
  • Elvish Captain (the one with the flag) close combat raised, 4 -> 6
  • Elvish Captain Defense lowered, 6 -> 5
  • Elvish Hero ranged combat lowered, 4 -> 3
  • Elvish Hero defense lowered, 5 ->

1.1.2

    • Druid:

    • Renamed Heal to “Greater Heal” to mark diff from the Shamans Heal ability
    • Lowered Self-heal cost, [ ] [C] –> [C]
    • Reworded [Ensnare] –> “[Ensnare] – Enemies hit by Ensnare get their Attack Points reduced to half this turn, and also can’t move this turn.”
  • Shaman: Changed wording of Entangle. “[Entangle] – Enemies hit by Entangle get their Attack Points reduced to half this & next turn.” –> “[Entangle] – Enemies hit by Entangle get their Attack Points reduced to half during this turn.”
    • Marksman:

    • Changed wording. “Sharp Shooter – May attack enemies in 2nd Row in Ranged Combat even if there is an enemy in front of them in the 1st Row.” –> “Sharp Shooter – May attack an enemy even if it’s in cover.”
    • Replaced it’s Evade ability with –> “Suportive Fire – Target Elvish Archer gets +1 in ranged combat during this turn.”
    • Wose:

    • Lowered Self-Heal –> [ ] [ 2 ]
    • Raised cost for Wose 4 –> 5
    • Captain & Hero: Reverted back.

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dwarves playtest proxy released

A new and current proxy sheet of the Dwarves as they are this far has been released in the downloads section. Future revisions of that file (and there will be plenty of those) will be announced on this news page.

Notice: If you download it and want to play test the cards with card art you must update the paths to the card art in Inkscape once you open the svg: They need to be manually set to point to wherever your /portraits is located (download the card art in /portraits as well from the download page if you don’t have the images already). To make the necessary changes in Inkscape just mark and right click the card art container and select properties.

Please tell us how it goes if you try things out…

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