
Nordguard Card Game - Revised Instructions
Here are the new instructions for the
nordguard game. While none of the basic mechanics of the game changed, we reworked a lot of the text to make it clearer.
This is free to download, share, and print for anybody with the game. :)
UPDATE: This is also the official place to ask game rules questions.
UPDATE: View in-depth info on the game creation, as well as the latest info on promos and more, on ThinkTank Games' Facebook. https://www.facebook.com/pages/Thin.....2903350?ref=ts

This is free to download, share, and print for anybody with the game. :)
UPDATE: This is also the official place to ask game rules questions.
UPDATE: View in-depth info on the game creation, as well as the latest info on promos and more, on ThinkTank Games' Facebook. https://www.facebook.com/pages/Thin.....2903350?ref=ts
Category All / All
Species Unspecified / Any
Size 750 x 1200px
File Size 320.3 kB
Something I meant to ask at the con and failed to cause it slipped my mind...
If a challenge or event says "Use the rope to get to the next location" type of thing, does that mean it's gone? I understand that sacrificing or dropping the item gets rid of it, but does using it? Also, I'm assuming that locations saying "If you have the rope you may bypass this challenge" do not destroy the rope, yes? Thanks Temp. Was so good to meet you finally. *hugs*
If a challenge or event says "Use the rope to get to the next location" type of thing, does that mean it's gone? I understand that sacrificing or dropping the item gets rid of it, but does using it? Also, I'm assuming that locations saying "If you have the rope you may bypass this challenge" do not destroy the rope, yes? Thanks Temp. Was so good to meet you finally. *hugs*
Items are only discarded after use if they have reached the number of uses listed on them (Dynamite, for example). Most items don't have a limited number of uses (such as the Shovel).
Dropping an Item makes it go back to the deck once you leave that Location.
Good to meet you too! *hugs back*
Dropping an Item makes it go back to the deck once you leave that Location.
Good to meet you too! *hugs back*
Thanks for clearing up the rules about losing the game if you can not move at all. It was a bit difficult to understand that without playing a bit. Also for making sure the scouting rules are clearly written. I also noticed some fragments talking about multiple characters on the map, (Course Correction, Storm of the Century) Those must have been from an earlier form of the game where you could "split the party."
I was wondering what process went into making this game. I am having a slight issue with my own card game at the moment on nailing down the mechanics. Though the currently play tests show that people like the theme and some of the game play direction. Just thinking if I knew about of the process I might be able to get past some of the problems blending technical and aesthetic. Which this game blends well.
I was wondering what process went into making this game. I am having a slight issue with my own card game at the moment on nailing down the mechanics. Though the currently play tests show that people like the theme and some of the game play direction. Just thinking if I knew about of the process I might be able to get past some of the problems blending technical and aesthetic. Which this game blends well.
Those are leaving room for possible expansions. :)
We're actually doing a series of in-depth looks at each card in the game and how it developed on the Facebook page: https://www.facebook.com/pages/Thin.....2903350?ref=ts
Overall, we started with a very simple version of the game and layered more complexity with each version. Between versions, we playtested the heck out of it and got a lot of data from player surveys. You bring up a good point, so I'll make note of it: playtesting is a fantastic way to identify problems in your game that you are too close to notice. I recommend Extra Credits to any game developers out there, and their playtesting episode is especially good: http://penny-arcade.com/patv/episode/playtesting
As far as blending the technical and aesthetic aspects, please tell me more specifically. We made some choices early on about how clean we wanted the design to be, which meant limiting the use of icons. Oh, and tell me more about what you want to know about the process too.
We're actually doing a series of in-depth looks at each card in the game and how it developed on the Facebook page: https://www.facebook.com/pages/Thin.....2903350?ref=ts
Overall, we started with a very simple version of the game and layered more complexity with each version. Between versions, we playtested the heck out of it and got a lot of data from player surveys. You bring up a good point, so I'll make note of it: playtesting is a fantastic way to identify problems in your game that you are too close to notice. I recommend Extra Credits to any game developers out there, and their playtesting episode is especially good: http://penny-arcade.com/patv/episode/playtesting
As far as blending the technical and aesthetic aspects, please tell me more specifically. We made some choices early on about how clean we wanted the design to be, which meant limiting the use of icons. Oh, and tell me more about what you want to know about the process too.
http://penny-arcade.com/patv/episod.....hetics-of-play Sending a EC video right back at you. Problem is how to make my mechanics work with the game I am trying to build. The gun your friends down while becoming famous and rich themes we are looking for a Steampunk Pirates game. As told through a deckbuilding style game.
Been trimming it down since day one. Making 3 stats per character be condensed into 1. Removing anything that seems too complex and doesn't help convey the feel of the game.
Been trimming it down since day one. Making 3 stats per character be condensed into 1. Removing anything that seems too complex and doesn't help convey the feel of the game.
On another note, ever have a play test get you up to 40 days? Using all 50 location cards you can make a map of 2x25 for 27 days (Oh god why would you do this!), with events that could more of turns course. (Any game mode always sets you up for 2 extra days to win, because of the starting location and the final one) I found that replacing the sled card for a d30 would be about enough on any given day to keep from destroying the timer card with the provided clip. (Thank god for card sleeves, I damaged 2 cards getting the game home, but they were the sled and destination so at least they were not random shuffled cards) Been thinking of constructing a day counter token based on the MtG life dials, with the NG logo on top. :3
The 40 mark was chosen because you could in theory get several Events right away that add to or multiply the Countdown. We tried the 2x25 method, but ended up recommending square maps for the sake of simplicity. People are totally welcome to use d30s or MTG counters--the timer card was chosen because it was simple and easy to fit in the box. We might do a MTG style counter in the future, but it would have to be for either a huge run of the game or a deluxe edition, since they're pricy, at least where I've looked.
As you've probably guessed, guns are assumed to have a set number of bullets (we figured 6 or 12). Someone who isn't especially good with guns, like Geri, would have to more or less empty the gun to be sure of hitting anybody in the heat of combat. Someone who is skilled, like Pi, can be assured to hit more often, so she gets 3 times the uses. The bonus card character, Six, is so skilled that she gets twice as many uses as Pi--she's basically assumed never to miss.
What's more, you can bring the Ammo Item, though weighs more than just the gun (and the small amount of ammo it's assumed to include).
Granted, this is all very simplified, but we found that this system provided players with the best balance of feeling realistically limited versus being easy to keep track of. In early versions of the game, we tried having a bullet down, or even bullet cards, but playtesters generally wanted us to keep it pretty straightforward.
What's more, you can bring the Ammo Item, though weighs more than just the gun (and the small amount of ammo it's assumed to include).
Granted, this is all very simplified, but we found that this system provided players with the best balance of feeling realistically limited versus being easy to keep track of. In early versions of the game, we tried having a bullet down, or even bullet cards, but playtesters generally wanted us to keep it pretty straightforward.
She is a promo given away at conventions, based upon the main character of my first novel because Blotch liked her. http://www.furaffinity.net/view/6018370/
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