Changes
Layout
- Borders: The borders have been colored for better differentiation and identification:
- Ongoing - blue
- One-Shot - green
- Equipment - gray
- Target - red
- the gradient is reversed (black on top, color on bottom) for villain cards
- not sure what I'll do for environment cards yet
- Art: Card art now covers the entire card, not just the top half. Current card art has been formatted for the horizontal
rectangular space available on current cards and doesn't translate well to full-card orientation (as you'll see in the examples below).
Future card art would be created with the new full-card vertical orientation in mind, similar to the art on character cards.
- Keywords: Card keywords/types have been moved to be just below the card's name, where they're easy to see while in your hand.
- Bounding boxes: Boxes for the card's name, type, keywords, etc. are positioned slightly into the card's colored border, to give the
layout a little more energy.
- Text boxes: Card text has been broken into a series of boxes which are sized to fit the text. Cards which have little text will be able to
show more of their card's art than before.
- Justification: Text boxes which are triggered ("when this card enters play", "at the start of your turn", etc.)
are justified to the left, except on One-Shots, where all text is triggered upon entering play. In that case, the text
box is centered. Text boxes which are activated by use of a Power are justified to the right. Text which has no special
trigger is centered across the card.
- Flavor Text: The flavor text box is now more rectangular for ease of fitting in its text.
- Icons: Icons are now used in some cases, often indicating when text should be triggered. This cuts down on the amount of
text required to say the same thing on many cards.
Wording Changes
- "Dealt damage", as in "The first time Ra is dealt damage by a target each turn" is ambiguous in English. It could refer to the
act of having damage directed at him, or to him actually being damaged by the attack (which is the correct interpretation for SotM).
The phrase "is dealt damage" been changed to "is damaged", as in "The first time Ra is damaged by a target each turn". This makes
it clear that the important thing is that Ra's hp total was reduced by the attack.
Attack Formulas
- When describing an attack action on a card, lots of words are used to represent what is essentially a formula.
"Bunker deals 1 target 3 projectile damage" can be broken down to its component parts: "who is attacking", "who is
being attacked", "what amount/type of damage do they take". Using a simple formula to describe attacks would be easier to read quickly
because it's less wordy (less for the reader to process), and still contains all the same information: (Bunker-> 1 target: 3P). Of course, the formula will need to be explained in the rulebook so
that players understand what they're seeing, but that's no more complicated than the attack grid in Sentinels Tactics, and after their
first playthrough, the formulas will feel just as normal as the more wordy attack descriptions do now.
- Damage types use the following abbreviations in attack formulas: Cold (C), Energy (E), Fire (F), Infernal (I),
Lightning (L), Melee (M), Projectile (P), Psychic (PS), Radiant (R), Sonic (S), Toxic (T). It's possible that icons would be better
to represent damage types, but I haven't spent time designing any, so I'm not sure (they could end up being too small to be easily
distinguishable).
Icons
"When this card enters play" do the text which follows the icon.
"Start of turn". A qualifier follows the icon to show who's start-of-turn is being referenced. For example,
"(S) Bunker:" and then the text which happens at the start of Bunker's turn.
"End of turn". A qualifier follows the icon to show who's end-of-turn is being referenced. For example,
"(E) Villain:" and then the text which happens at the end of the villain turn.
"Power". The text following the icon shows what happens when the power is activated.
"Damage Reduction". The text next to the icon shows who is benefiting from the
damage reduction and by how much. For example, "(DR) Bunker(1)" indicates damage dealt to Bunker is reduced by 1.
Bunker
I started with Bunker's cards because he's got some of the wordiest cards in the game (his Modes). "Recharge Mode" is still the thickest
text-wise of my mock-ups, but I think it's easier to parse than his current card is, and still allows more of the card's art to show through.
K.N.Y.F.E.
Baron Blade