This is a fan expansion preview that was designed in less than a day for the Star Wars: Destiny card game released by Fantasy Flight Games.
The cards seen here are very much work in progress, most of the designs are in the very early stages of the much needed prototyping.
All the artwork is not mine and is the property of Disney/Lucasfilm.
I'd love to hear your feedback (ANY constructive criticism is very much welcome). Many people told me that Revan seems extremely powerful to them, here is some insight I have to share on that specific card:
- Yes, restricting player agency with removal protection mechanics is a double-edged blade but a card with that specific playstyle, like Vader, needs something along those lines. I'd disagree about poor design in that specific case and argue that it enforces the player's fantasy. Then again, I'd consider increasing the card's health in order to somehow nerf/change up the power action.
- There are many downsides to the character such as its low health in contrast to the cost. Initially, he was at 14 health.
- I did tune down the parameters like the health down because I was afraid the card would prove to be too powerful given the special.
- While the power action and the special have some synergy keep in mind that you CAN'T use your power action to for example get a 4 and then resolve the special with that 4 (dice turned with the power action MAY NOT be removed, even by you).
When designing the cards, my main focus was on bringing to life the fantasy that they are meant to deliver. As long as I get that right, balancing is not something I am as concerned with, at least in the initial design process. Design space is there to balance out the parameters I think.
I firmly believe that good design is an iterative process, I'd rather go big and crazy initially and then work my way down from there. I am experimenting a lot with most of these designs, taking some risks.
An earlier iteration of the Force Drain card played around with the idea of utilizing excess shields and looked something like this (no special that fully heals tho): If this character has maximum shields, any additional shields you give it will instead deal 1 unblockable damage to a character and heal the character this upgrade is attached to for 1.
I think the initial design was more interesting but its offensive nature made the card too powerful. On the other hand, simply healing for 1 for any excess shields felt slightly lackluster.
Also, the new design is somewhat more UX friendly given how much CCG players despise gameplay mechanics designed for digital space (for example ones that force you to keep track of stuff).
Still considering changing the cost to 4 but like I've said before, tweaking such parameters is not really my concern as of right now.
There might be some potential game-breaking cases to consider with specific mechanisms. To be fair I haven't played Destiny in a while so I'd probably have to get acquainted with all the new cards. I did take a quick glance at the newest expansions to take note of the current power curve and the related power creep (and also to be consistent for clarity when wordsmithing - then again, that probably needs some tweaking as well so if you're an avid Destiny player let me know when wording on the cards is inconsistent).
Bastila's special is somewhat ambiguous for a physical CCG but hey, I personally don't mind such mechanisms at all as a player (I'd say her mechanic still does not cross over that line of something that does not work in a physical space). I would like to hear more opinions on this.
If you guys liked what you saw here I might actually consider designing the entire set. This time around though, I'd probably do it in a spreadsheet with a design skeleton of some sort and without art - way easier to balance/iterate that way.
Edited by Devizz