Ok, so it’s been a while since I last posted on here, it’s been a little bit hectic and I’ve fallen behind on posting.
My FMP is going well, at this stage I have the initial game designed and have conducted my first play test to see what would need to be changed over the Christmas break, and it was a success, as play testing tends to be.
However, I’m going to get into the play testing with another blog post, this is to look at the cards as they stand at the moment, and how they shall be altered now that I’ve had an initial play test, the proper list of changes and notes shall be made in the next post. I just want to go over a basic breakdown of the cards and what they were initially meant to do.
At this stage of the design, I will be talking about some of the changes that need to be made to the cards, taking into account that these are place holder card designs and not the final product, so the layout and designs are liable to change several times within the coming weeks.

So the first of the character cards is the Elementalist. The main idea behind these character cards was that they are in tune with the elements of magick, and as such, will be more of a distance damage dealer, instead of melee like the Warrior Mage would be. With this in mind, I’ve come to realize that this card does not really fulfill its role that well as the attack is at a base 1 Attack, meaning it can deal 1 wound, and then the abilities were meant to be more in place to replace the fact that the Elementalist wouldn’t be attacking, it would be flinging spells. The abilities are underwhelming and don’t really offer the player any advantage of using the spells over the melee attack, so I need to modify the card to make sure it can fulfill its role properly within the game.

The Healer is meant to be a support character within the game, similar to those Healers within an RPG that lay down big, sweeping heals to their allies to keep them alive. This was not the case within the initial play test. The Healer was actually the one character that was largely forgotten in terms of using its abilities to keep characters and Familiars alive, which was a big disappointment, and then it made me realize that the Healer is just an underwhelming card that needs to be re-designed so that it can get those big heals in place and can really help to change the tide of a game for a player. I shall be altering the attack and the Wounds on all of the characters, but I feel that the Healer needs the changes the most, as it was one of the most targeted characters, even though it was one of the least useful within the game, so there was a conflict of interest within the game in regards to its role.

The Warrior Mage is possibly the card that shall have the biggest changes implemented to it, as it was utilized quite a lot by the players throughout the game, because of its attack and wounds, it was something that they could really work around and utilize to take down big threats. However, while this was meant to be the case, the abilities are in dire need of a change as they were neglected. I need to create a Warrior that can use abilities that make it stronger, so that it can deal the big damage and help to close out games relatively quickly so that they don’t drag, while at the same time I want to create them so that they aren’t very overpowered and can bring a game to a crashing finish within the first few turns if the player has the correct starting hand, so I’ll be working on the Warrior the most I think, as I want to get the balance right.
Moving Forward
Moving into the next wave of designing the Character cards, I’ve had one or two thoughts about how they could be changed, the biggest of which would be to split them up; instead of having a character deck, have a deck themed around each form of magic that the players can choose from. With that in mind, I’m planning to change the characters so that there are three of them per deck, and they are present on the Board from the start, with the players being able to see what they are up against and can start making a strategy from the get go. The decks will each be represented by these characters and the cards within shall be designed with that particular theme in mind.
I think that for now I shall be keeping to the themes of:
- Elements
- Warriors
- Healers
These three themes will keep me within the wheelhouse of the game that I am designing, while giving me a more diverse set of cards to work with that I can use to create different strategies and play styles for the players to find and utilize within their games.
If I were to create any other decks somewhere down the line, I would likely create two or three more, to keep the number rounded out and to offer a decent amount of variety for the players within the product, I think the three other themes I would like to work around are:
- Necromancy
- Shamanism
- Satanism
It seems strange to include these, especially Satanism, within a card game, however, since there are Satanic witches in the world, it would be fair to give them something that represents them within the card game, and would also maybe remove some of the stigma surrounding the practices of those across the world that actually practice such a thing.
Necromancy is a bit of a border choice for a themed deck, as within the realm of this card game project, I’m not entirely sure there would be room for a deck that brings back things from the dead, but I can always see how things turn out over the course of the second, third and maybe even fourth play tests. I would like to implement an element of Necromancy within the game, as it would offer more interesting ways for the players to interact with the board, and with each other, and would also change the way they go about completing their turns and conducting their attacks, because who wants to kill something and then stare in front of them as it comes back as a shambling corpse in the next turn? Fun stuff.
Shamanism is a bit of a mystery to me and shall offer me the chance to expand on my research, I believe that it’s pretty broad in its belief system and practices, which would offer a pretty open ended deck type that could be altered and shaped as it needs to be, with cards that can be used in multiple ways to offer different play styles within a single deck, without being too open that the player might as well be playing another deck. But as I say, it’s still a bit of a mystery to me as a form, and so I would have to dig into it a little before I considered turning this into a deck.
Another change I want to implement, since I shall be changing the way the decks are formed, is the way the characters are represented. I shall be creating Characters that have proper names, and each represent a different branch of the form of Magick that they shall be representing, which will offer the player multiple different abilities and character types to interact with and to bring into their strategies over the course of the game. I feel that having three characters per deck would be a good round number to stick with, because within three characters with three abilities, that’s a pretty broad number of abilities to work with within a game and as such I would be able to really shape the decks around the characters to utilize their strengths and negate any weaknesses they present within the play tests.