First Playtest Card for Not All Blood Runs Red
I’ve been working on getting some cards ready for Not All Blood Runs Red for my GenCon play test and these are just mock-ups to be used for the playtest phase. The final cards will have all original art and most likely a very different design. I’m posting this one here so that I can talk about part of the game, namely the fight for control of the battlefield.
The concept of the battlefield has done many different ways. In Magic, the “lands” generate mana and are not really fought over. In Summoner Wars, a grid mat represents movement and the battlefield. And there are many other different ways as well. I went with something a little unique, though I won’t swear some card game somewhere has not used something similar. The battle field cards will have three points of information. On the upper left corner will be a Movement value, on the upper right will be a Defense value and at the bottom will be any Special Rules for this section of the battlefield.
Movement represents the cost to move out of or into this particular spot. Defense is the bonus this area supplies to heroes that are attacked in range combat (and in some cases by magic). Special Rules are exactly as the name implies, effects that occur in this area for the person in it (my sample card here does not have anything special going on, just a bit of color to enhance the mood).
The way cards are laid out is detailed in the diagram below. Each player plays three heroes. These heroes all control a particular area of the battlefield (the territory card directly in front of them). Between them are three hidden pieces. Now, one player or the other will know what the hidden territory is (I won’t go into details on that particular mechanic at the moment) but will be unable to act on the information until their next turn, so now his opponent will have to determine whether to move into this hidden territory or place a new card instead. The goal being to locate the 3 cards that represent the key objectives and control them at the end of the game.
In determining range to attack your opponent, you add the Movement value of the territory you are in and the territory your opponent is in, ignoring the hidden territory, obtaining a value from 2-10. If your weapon has the range, then you can attack. So if both Hero 1s of the diagram below were in the exact same type of territory (our example card above), they would both need weapons of Range 10 to attack.
I’ll try and share some more cards and the design process for the game as things progress. I have a busy weekend of game design planned as well as at least one play test of Lost World Lunch so expect some photos of gamers being tortured by me on Sunday.