❄️Trial by Frost is coming! ❄️
The Asgarthians brave the cold to uncover hidden realms and ancient creatures.
Will you uncover what is buried in the everlasting ice? ❄️🧊
#AlteredTBF
I'll be casting a €30,000 @DisneyLorcana tournament this weekend live from France 🇫🇷✨, as well as a 1,000 player €25,000 @Altered_TCG event 🔥 Huge thank you to @Ludotrotter for giving me this opportunity to showcase these events to the English speaking TCG community 💪
If you're a content creator that is a fan of @Altered_TCG and is going to be attending PAX West, send me a DM! I have a couple more slots for something I'd like to do, and I need some help to do it!
Hi!
For today’s carte blanche, I wanted to delve deeper into a topic that’s caused a lot of debate both internally and externally: the choice of names for card types in Altered.
Those names are not only present on every card, but are also commonly referred to in card abilities. Internally, during the game’s development, we used a variety of lore based terms, such as Alterers for the Heroes, or Eidolon for Characters.
There’s definitely advantages to such choices: they’re evocative, and a strong link between lore and gameplay is always beneficial.
As work on Beyond the Gates progressed, Régis encouraged us to explore more straightforward options. Complex names do have downsides: they’re harder to understand and remember, and can easily create confusion in new players.
While lore and storytelling is an essential part of Altered, accessibility is absolutely critical. From the project’s beginning, we wanted our game to be accessible to everyone, and throughout design we tried to remove as many barriers as possible to this.
Playtests ran by Merlin from the Game Design team quickly confirmed these theoretical benefits: ‘Hero’ gives a clear hierarchy compared to Characters, and also piggybacks on player’s experiences with a multitude of other kinds of games.
We also found that ‘Character’ makes understanding card abilities much easier: “Target Character gains 3 boosts” creates less confusion than “Target Eidolon gains 3 boosts”.
I haven’t mentioned Spells and Permanents yet - those names remained unchanged throughout most of the development process. Similarly to the ‘Eidolon’ term, some terms closer to the lore were suggested. Once again though, most players have hundreds of hours of experience interacting with spells in all kinds of media and games.
As with a lot of these things in Game Design, the simplest and most intuitive solution is usually the best.
@davflamerock Absolutely love this design - simple, elegant, yet creates great decision making. And interesting synergies with Rey in both limited and constructed!
You have been waiting for this article!
The Unique are explained to you in this article.🏅
Learn everything you can. You'll be getting an exam during the AMA about Unique, this Friday, 6PM CET on our Youtube Channel.
👉https://t.co/LLtMdgmjiX
@JasonILTG For sure! Mechanics that benefit the player who control the creature could also be cool, such as creating treasure/blood/food when the creature is blocked
@JasonILTG Interesting idea! I do suspect that forcing players to keep mana up during their opponent’s turn that they might not even need if that creature doesn’t attack isn’t very fun