I’ve decided on some of the themes for this card game. I think the players will be craftsmen who create different art, homes, weapons, and technology, and they’ll be selling them to different kinds of people. The placards will be Buyers who want to purchase things from your store, and your score is how much money you’ve collected. The countdown cards will be Events that periodically happen, that everyone attends. I don’t think these are the most creative themes of all time, but I think they get the job done. I still haven’t figured out a name for the game yet though, or a logo.
As for coding, the main gameplay is done, and now it’s just designing the cards. I’ve gotten a lot done actually, I have 27 Buyers and 12 Events. I’m planning on having 40 Buyers and 20 Events, which means I have 21 cards left to design. A lot of the Buyers of course are copied over from the original Antiquitus, although many of them didn’t make it. As for Events, they want to be things that you have to plan and prepare for to get the maximum reward, although I think I’ll allow a few to just be free bonuses. There are some obvious tricks to making more cards, such as making easier or harder variations of existing cards, or making cards that intentionally combo with another card. Now considering the cards I have left to make, and giving them names and art, and other things to do, I don’t think I’ll be able to release the game next week, but hopefully 2 weeks from now.
From designing cards (and writing the rulebook), I have discovered tricky rules that I had to figure out. There are a few rules that I think are intuitive enough to not really affect too many cards. The 1st rule is: if you try to upgrade a token up to level 7, you fail and the token stays at level 6. I think this will mostly be fine for regular players, as your grid is clearly capped at 6 levels, and then no one will try to do it. The 2nd rule is: if you try to create a token at level 7 or higher, you instead create one at level 6. This is a little bit less intuitive, since I think some people may think that creating a level 7 is impossible and then you get nothing. The 3rd rule is: if you’re told to create a token at level 0, you fail and you don’t create any tokens. This I think will also be ok, as there’s no space for level 0, although it’s possible that some cards need reminder text that you can’t create tokens at level 0.
But the hardest question is, what happens if you downgrade a token that’s at level 1? I think the most intuitive options for most people are: either the token is removed, or you fail to downgrade and the token stays at level 1. I don’t want “lose a token” and “downgrade a token” to mean the same thing (I want different Events to play differently from each other), which means ideally it’s the second ruling. But I worry that if “downgrading a level 1 means you fail” will read as “you can choose to downgrade level 1 token, fail, and cheat the card.” Which means the ideal ruling, gameplay-wise, is: “you can’t even choose to downgrade a level 1, you must choose something else.” And I think this should also apply to upgrading too (you cannot choose a level 6 token and fail to upgrade it). The bad part is, this feels like one of those sneaky rules. Good game design wants to minimize these kinds of rules, as they’re very hard for anyone to figure out on their own, and they’re also hard to remember (even if you read the rulebook). And this ruling directly contradicts games like Dominion, where you’re allowed to choose to do something even if you know that you’ll fail it.
However, there is a way to avoid all of this. When a card tells you to downgrade, it explicitly tells you that you have to downgrade a token that’s level 2 or higher. Now there’s no way to downgrade a level 1. I don’t think there’s a way to avoid the upgrading 6 situation, since on your turn you always upgrade a token. But given how rare it is to want to fail to upgrade something, I may not need to do anything about this. A rule being mildly annoying on a rare occasion is way better than a rule that’s confusing most of the time.