I’ve been neglect in updating the last few weeks mostly because I have been so productive with my offline work. I had a week off from my day job and actually had time to be productive. It’s amazing how much one can accomplish when not burdened with work. I updated and redesigned almost every card in the game and completely overhauled the 4 character classes to promote player interaction. Even more exciting, Mike Lottes, a very talented artist friend of mine, volunteered to help with some of the monster illustrations. He’s been sending pencil illustrations and I’ve been coloring them in Photoshop using the technique I shared in an earlier post.

Here are the results of our very fruitful collaboration. The following cards were all designed by me in Photoshop with illustrations by both Mike and me.

The monster cards had the biggest redesign. My favorite part of the new design is the dice image in the upper left indicating the monster tier and reminding players how many dice this particular monster rolls in combat. The Meddling Sprite is a tier one monster and only rolls one die, but her magical defenses can still give low level players a rough time.

 

 

 

 

The Meddling Sprite card was illustrated and colored by Reed A Raymond.

 

 

 

 

 

 

 

 

 

 

Dragon Wyrmling: Illustration by Michael Lottes. Color: Reed A Raymond

 

 

 

 

 

 

 

 

 

 

Minotaur: Illustration by Michael Lottes. Color: Reed A Raymond

I’ve redesigned and reworded the cards in the Action deck to avoid confusion. The coolest change is the creation of a type of action card called an augment. Instead of taking one of your turn’s actions, augment cards make regular actions like moving and gathering resources more powerful.

 

 

 

 

 

Gather Magic: Illustration and Color by Reed A Raymond

In the very first version of “Heroes of Ismia,” items and actions were bundled together into the same deck. The mechanic worked all right as most items require an action to use and then are discarded, but the method of acquiring items (drawn at the beginning of a turn) never sat well with me. The arbitrary way in which a character could end up with a Potion of Focus or Scroll of Town Portal felt a bit contrived and didn’t jive with the RPG gamer in me. Enter the Town Decks: two decks you can only draw from when in civilization. The Item Deck is the first of the Town Decks. Items are purchased for a gold and kept either in your hand (counting against your hand limit) or played face up in your inventory (counting against your resource limit)

Scroll of Town Portal: Illustration and Color by Reed A Raymond.

The second Town Deck is the deck of Quest cards. The majority of work that went into the quest cards over the last few weeks was the writing of copy, making sure they all had unique back stories and objectives that matched the theme of the flavor text. Another new addition to the latest version of the game is the optional objective/reward, allowing players to get a little more out of the quest or, if they are in a race to complete their Epic Quest, just turn in the minimum objectives and move on.

 

 

Lambs to the Slaughter: Design and Text by Reed A Raymond.

I’m looking froward to playing with all these new tweaks and seeing how they work on the board outside my head. You’ll hear all about it here just as soon as we finish cutting out all these new cards!