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Card Decks as a Color Palette

7/29/2010

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Perhaps a little background is in order here.  The original idea for the color card backings was to keep it simple.  The field would remain white, with a simple brown for the font... a slight variation on the gray/white combination used for the grayscale decks.  The intent was to help with keeping ink & toner use as low as possible.  But there was one fatal flaw in that plan.  When designing a game, one has the tendency to constantly be thinking about ways to improve the design...

One day, while pondering over our latest prototype (with white cards positioned around the more colorful game board), this small notion of adding a touch of color to the cards began playing in my mind.  The idea was to somehow reduce the disparity between a delightfully colorful play area and the decks situation around it.  In the spirit of simplicity we settled for a heavily subdued earth tone, keeping the previously used brown font.  This was a pleasing change, not seeing white card backings, and felt satisfying enough for several weeks.  Until one day...

Josh was working on the Town Timer, and felt that maybe, just for this one deck (it being separate from the others and all) we could choose a unique color scheme.  That done all was well once again, and shortly thereafter the game was released in the form of a print-and-play style game.

Of course, once we'd designated a unique color for the Town Card deck we couldn't resist experimenting with the Spells deck and...
...well, I think you can see where this is going.

As you can see below the card backings have developed into a color palette all their own, which we're feeling pleased with for the time being, and hope you will be too.
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Minor Rules Clarification

7/28/2010

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Let me start by saying this has been a busy month.  We fancied a break during the brief period following the first public release.  That didn't quite materialize.  Instead, we've been busy working on a good deal of behind-the-scenes stuff, some of which I'll be talking about over the next couple days.

First order of business is a minor rules clarification:

Notice the 'Pushing Ahead' rule just before the section on Treasure Hunting.  In the most recent version of the Manual (1.0.3) we've added a small sentence to the end of that rule.  It reads, "Likewise, characters may not walk alongside their mounts in order to use the walking symbol."  In other words, when the group is traveling with Mounts, they must use the Horse icon for group movement - it isn't optional, meaning players aren't allowed to roleplay walking alongside their mounts in order to use the boots icon (something players with a Treasure Hunter may be tempted to do).  Those with version 1.0 of the Manual could easily overlook this clarification and make a mental note of it, or even make a small notation right on the page.

This has also inspired a new Q&A entry at the end of the Grouping chapter, page 43.  You will now find at the top of the page this entry:
Can I stop using an Item of Special Movement in order to use the walking symbol?  During travel time any item of special movement your character has must be used until it is replaced with a mount, or, the item gets traded to another player.

Now, we don't imagine this coming up very often, but those paying close attention may notice a kind of open-endedness to the statement.  The key word there is "traded," and the notion that sometimes communication and negotiation among players can affect various aspects of the journey.
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