Tuesday, October 9, 2012

Perilous Quest cards

Here's a look at the prototype Perilous Quest card designs.
There are four card types - Monsters, Rooms, Events and Treassures. Since the rules are not really complete as yet, the designs will end up changing, but I wanted to get some sort of idea of how much information would fit on a card, and how clearly it could be read.
The first card there is a Monster Card. Like all monster cards, it's name bar is red. The icon next to this shows it's an Orc card. Some times you need to remove cards or only use certain cards, so the icon up at the top of each card is important. Down the left hand side the monster's stats are listed. At present, all of them are there, but I might change it so that only the important stats which will be involved in quests are listed. From top to bottom we have Strength, Toughness, Dexterity, Intelligence, Perception, Courage, Movement, Defence and hit Points. There are a lot of stats so the vertical layout seems the best way to cram them all in.
The main box lists the monster's behaviours.
The box below this has the monster's weapons or attacks. There are two spaces here, the top is always melee, the second is a ranged attack if available.

The Blue card is a room card. Again,it would have an icon indicating which set it belongs to, but this is just a test card so it's blank. The image shows what the room looks like, and how it faces. The four icons around it (Red for Monsters, Green for Events, Blue for Doors, Yellow for Treasures) match the card colours, and tell you how many of any given thing is present. There's an icon on the picture of the room tile which shows you where the monsters and treassures go, as well as arrows for the doors. The arrow pointing up is the entrance, The arrow at the top, pointing away from the tile is the exit. The blue door icon says there are two doors - this number always includes the way in! Both door and Treasure icons have little locks over them meaning the door and the treassure chest are both locked. There's also a space for rules, but this room doesn't do anything fancy.

The Event card has a green name bar to match the event icon. Event cards basically just have a  big space for the rules. The treassure card is basically the same, but yellow. Both card types will need a bit of tweaking - events will need a space for XP earned by over coming the event (if appropriate - disarming a trap for example) and treasure cards need a sale value so you can sell them for filthy lucre.

I have been playing with a set of Orc monster cards, and a set of Forest room cards to go with the starter adventure I am planning, but the game still needs a lot of work - skill lists mostly.

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