Hey all, I'm cruising right along with the card designs, and settled on something I really dig. At the same time, I wanted to talk a bit about how cards work in the game.
Cards in General
In Deeds Drawn, most of the moment-to-moment follows this pattern:
Read the card's prompt.
Choose your approach to solving it (using character cards.)
Roll for the outcome.
Pretty straight forward, if you're comfortable with some interpretation.
Foes
Below, is an example of a "Foe" card, front and back. As you pass (or fail to pass) challenges, you'll rotate the card a certain number of times. If you would ever repeat a challenge you've already passed, you instead flip the card over. At this point, the mob becomes desperate, and has a new set of challenges. Beat them here, and you defeat them. Defeat them, and you get their reward.
An example Foe, front and back.
In the mix, are "Stat" icons (left of the prompt,) and "Risk" icons (right of prompt.) Stats help determine the DC of a check (which we'll talk about in a later post,) and the Risk determines the effects if you fail a check. Fail softly, and you eat the first risk. Fail hard, and you suffer them both.
Risks can cause you to exhaust your cards, making them temporarily unusable... or they might disarm your weapon, poison you to prevent healing during downtime, flee from the fight entirely, and so on. The goal is to reflect change the entire feeling of a fight... not just beat them down until their health is zeroed.
We'll talk more about stats and rewards later.
Let me know what you think of the current design. Thanks, folks! -Wrel