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by in Games, Kickstarter

Good news everybody,

Production of Goblins Drool, Fairies Rule! is complete. All 5,000 copies are right now on a big boat headed to America!

According to steamship lines tracking, the vessel is due to arrive in New York on April 19th. An additional week is expected to unload, clear, and truck the crates to Game Salute‘s HQ in New Hampshire. Assuming the ship arrives in NY on time, and Customs checks go smoothly, Game Salute should have them in their warehouse, ready for order fulfillment, by the end of April. Good times!

All the best,

- David

 

 

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by in Art, Design, Games

Today I am going to share with you the visual evolution behind Legends At War! To recap from previous articles here on the Game-O-Gami development blog, Legends At War is an area-control card game, where 2-4 players place down mythological character cards onto a modular board, in an attempt to capture their opponents’ cards and strengthen the position of their own cards.

Every character has 4 battle values (stats), oriented on the north, south, east, and west edges of the cards. Each card belongs to one of four mythological factions (pantheons), belongs to one of three elemental dominions (earth, sea, and sky), and ranges in power relative to the other cards (level I being the weakest, level III being the strongest). Most of the character cards also have a special ability.

All of this data needs to be displayed on the cards for gameplay purposes:

Legends At War - card diagram

The challenge was getting all of this data displayed on the cards in a way that was organized, uncluttered, and visually appealing. Early on, I made the decision that the card illustrations should be obscured as little as possible, because they’re just so darn beautiful and add so much to the fun of the game. I wanted the card data to sit on top of the illustrations, giving the illustrations almost full-bleed, instead of confining the art to smaller windows like most card games do. This also meant that I would have to come up with graphic icons for almost everything, instead of resorting to text that would take up too much space.

My original card designs were hand-drawn on index cards. Sloppy, but effective. This was the easiest way to brainstorm and see what kind of layout would look best on final printed cards.

Next, I mocked up some tests in Photoshop. Once the game had been proven fun and worth pursuing further (after extensive alpha-testing), I roughly translated what was in my head onto the computer.
Late Alpha-test version of the cards:

LAW alpha card design

I threw in a placeholder illustration and built the “user interface” around that. You can see a few things missing from this first pass at the visuals. As the game became more complex, the visuals became more complex:
There is no pantheon icon, because although mythological pantheons were part of the flavor of the game, they did not have any use in the gameplay design at the time.
Cards had no level at the time, and were meant to be equally balanced against each other. This didn’t quite feel right, with cards like Centaurs being ranked equally with cards like Zeus and The Midgard Serpent. Separating cards into different levels worked out better thematically, and also made for a better gameplay experience with escalating power levels after each round. A visual showing the card levels would have to be added.
Dominions were represented by a colored border instead of an icon. Yellow for Sky, Red for Earth, Blue for Sea. In order to make the game more friendly for the color-blind, dominion icons were added later. The color scheme for the graphics did carry over into the final, to compliment the dominion icons. It also carried over into the art direction for the illustrations, with each character illustration having a color scheme representative of its dominion (whenever it makes sense and looks good.)

As the game moved from the design/test phase into pre-production phase, the graphic layout was updated.
Beta-test version of the cards:

LAW beta card design

Xia Taptara and Monika Palosz did an amazing job on the preliminary character illustrations. These first examples of the finished artwork were incorporated into the card layout, which was redesigned around them. New icons were added to communicate the new gameplay elements (pantheons, levels, dominions). The top-corner compass stats were added so players could quickly assess their options when holding multiple cards in their hands. The ability icons were made to stand out as much as possible, for easy playtesting.

This version of the graphics has been great for playtesting. They’re not pretty, but the graphics get the necessary info across and players find the game quick to learn (other than needing a reference sheet for what the ability icons do.) Visually, though, these placeholder graphics have always bugged me. The illustrations behind them are just so good, that the graphics looked weak in comparison, even though they’re obviously just there as a testing placeholder.

Being an artist myself, I have very high standards for the final look of this game. I devoted serious time over the past few weeks developing a polished aesthetic for the cards. Keeping most of the previous layout intact, I revamped the placeholder graphics, aiming for consistent visuals that would project the right mood for the game and look more professional. This new appearance will set a quality and style bar for the game’s art moving forward.

I wanted the graphics to be colorful and pop on the cards, while still being consistent with the serious style of the illustrations. After much experimentation, metal and jewels became the theme of the graphic style. The ability icons now look like ancient coins, with an additional ring of spikes to differentiate “persistent” abilities from “instant” abilities. Drop shadows replaced the old outlines to help the graphics pop out better from the illustration. I re-arranged the order of the bottom corner icons, to better separate the dominion icon from the stat jewels, and to put the pantheon icon in a more prominent position.

A visual overhaul, showing the latest version of the graphic design: 

LAW sample cards

These three examples are from the Greek pantheon, demonstrating the look for Earth, Sea, and Sky dominions. What do you think of this updated visual style? Your feedback is very much appreciated!

- David

 

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by in Art, Games, Kickstarter

Goblins Drool, Fairies Rule! collector's tin

Dear Friends and Backers,

Today’s post is going to be text-light and image-heavy. I am happy to report that our manufacturer delivered the latest round of Goblins Drool, Fairies Rule! product samples that we requested, and all of the updated samples have been approved. We gave the greenlight for mass production on GDFR, which is now underway! Because seeing is believing, here are some photos of the final proofs… one-of-a-kind proofs that will soon become legion!!!



Goblins Drool, Fairies Rule! puzzle box

The GDFR Puzzle, side one!

The GDFR Puzzle, side two!

We’d love to hear what you think of these images, and please feel free to spread them far and wide across the information super-highway… Thank you all so much for your support and patience. We plan to have some more info about the project for you soon. Peace,

- David

 

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by in Games, Kickstarter

Dear Goblins Drool, Fairies Rule! fans,

When we ran our Kickstarter campaign to fund the production of GDFR! earlier this year, many of our supporters backed the project not just for themselves, but also to have a fun gift to give to friends and loved ones. Therefore, we have put together a holiday card for all those lucky people who will be getting a copy of the game early next year. Whether you were a backer on Kickstarter, or have pre-ordered the game from Game Salute, this card will let the special people in your life know what they have coming thanks to you!
Goblins Drool, Fairies Rule! - holiday card

Just print it out at home, fold it, write whatever note you want to, then slip it into the mail or into Christmas stockings hung over the chimney with care… To assemble the card, just fold the top half down along the horizontal line, to line up with the bottom half on the other side. Then fold again along the vertical line, to create the closed card. The fairy should be on the front of the finished card.

Click to Download the Card PDF

Of course, the best way to spread Christmas cheer is singing loud for all to hear. But this has got to come in at a close second… Enjoy!

- David

 

 

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by in Art, Games, Kickstarter

Dear Friends, Fans, and Supporters,

For all of you in the United States, and you American ex-pats out there, I would like to wish you a very Happy Thanksgiving. Whether you will be feasting on a big turkey dinner, a tur-duck-en, or a hearty vegan meal, I hope you will be doing so in the company of loved ones with much to be thankful for.

We have an update on the production status and delivery estimate for Goblins Drool, Fairies Rule! A physical proof (basically, a sample copy) of GDFR products arrived from our printing company last week. This includes sample cards, uncut card sheets, the rulebook, and the puzzle. And they’re looking good! Game Salute has already reviewed and double-checked the proof for quality and accuracy, and they have sent it along to my office in Las Vegas for triple-checking and final approval. I should be getting the package in the mail sometime this week.

Our printer also forwarded a digital proof, which shows how the cards are laid out for printing. Here are all the goblins, ready to be printed, cut-up, sorted, and shrink-wrapped (a typical goblin day, really…) The fairies are on the other side of the card sheet, naturally.

Goblins Drool, Fairies Rule! - uncut card sheet

Goblins Drool, Fairies Rule! - Fairy Card Sheet

The sample copy of the collector’s tin is still in progress, because our printing company is making a custom mold for it. We’re hoping to receive this sample within the next few weeks so we can review and approve it. So, GDFR production is moving forward, slowly but surely. Once everything gets final approval, production will begin. The latest estimate we have from our printing company is 45-50 days for production. Adding the time it will take to ship those copies overseas and fulfill orders, we are estimating the delivery of all games and rewards for everyone who has pre-ordered the game through Kickstarter or the Game Salute store to happen by March, 2013.

I am really looking forward to the day when this game gets played by gamers and families around the world. It’s so close, I can almost smell it. And it smells like roast turkey with all the trimmings. Wait, that’s… Okay, gotta go! Once again, Happy Thanksgiving, everyone!

Sincerely,

David Luis Sanhueza
Founder, Creative Director
GAME-O-GAMI

 

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by in Games, Kickstarter

Dear Friends and Backers,

The rule book for Goblins Drool, Fairies Rule! has been updated, and is now available for download. The rules of the game are the same as before, but now with some new variants, credits and thank you’s, and an attractive mini-book layout. Special thanks to Cody Jones and David MacKenzie of Game Salute for helping put this together:

Download the Goblins Drool, Fairies Rule! Rule Book PDF 

 

Goblins Drool, Fairies Rule! - rule book preview

 

Last month, we asked you to consider nominating Goblins Drool, Fairies Rule! for a Golden Geek Award. Well… you succeeded! I am very happy and grateful to announce that GDFR! is a contender for the Best Children’s Game category. Thank you for making this happen! We have some stiff competition, and it’s an honor for our little game to be sharing the stage with some very big names. Winning… would be huge.

Votes are being collected until the end of October, at which point the final winners will be announced. So if you are a member of BoardGameGeek.com, you can cast your vote for GDFR! today by following the link, and choosing the Children’s Game category. The way the voting is set up, lower numbers are better than higher numbers. So a “1″ is the best possible rating you can give the game when you vote:

Vote for Goblins Drool, Fairies Rule! in the Golden Geek Awards 

2012 Golden Geek Awards

Voting ends at 11:59pm Central Time, on October 31st. If you haven’t tried the game out yet, and would like to play it before deciding to vote, you can download the print-and-play version here:

Download the Goblins Drool, Fairies Rule! Print-and-Play Edition

Best of luck to the other nominees!

 

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by in Design, Games

Today, we have another quick chapter from the Legends At War rule book. As you may have noticed from previews of the different game modes, there is an area on the gaming table set aside for the “Underworld.” The Underworld is one of several piles into which cards are placed, at different stages during the game. These card piles are described in…

 

Chapter 7: Decks, Card Piles, and the Underworld

In LAW, each player has a small deck of character cards, used to battle for control of the board. The initial composition of these decks, and their evolution throughout a match, varies depending on the game mode that is being played. During battles, players draw cards from their decks to their hands, to be played as they choose. The contents of a player’s deck and hand are always hidden from their opponents.

Depending on which game mode you are playing, there will be several types of card piles in play. In the Pantheon Campaign mode, this includes capture piles and upgrade piles. Each player has their own capture pile, where cards captured from their opponents’ pantheons wait to be sacrificed. When a player sacrifices a captured card, they get to add a new card to their deck from their upgrade pile, where higher level cards from their own pantheon wait to be unlocked.

In the Ragnarok game modes, the entire pool of cards is organized into draft piles. There are 9 draft piles in total, one for each combination of card dominion and level. These draft piles are accessible to all of the players, as a shared resource for building their decks.

The Underworld is where cards are sent when they have been removed from the game. It is a single pile off to the side, away from the draft piles and players’ decks. When a card with the Slayer ability captures another card, the captured card is sent to the Underworld. In the Pantheon Campaign game mode, when a player sacrifices a captured card to take a new card from their upgrade pile, the sacrificed card is sent to the Underworld. Normally, a card in the Underworld cannot be retrieved for the remainder of the match, unless a special ability says otherwise.

Players keep their decks and upgrade piles face down during a battle, but may look through these cards during other phases of a match, to aid in planning their strategy. Capture piles and the Underworld are kept face up at all times. Draft piles remain face down until it is time to draft cards from them, at which point they are flipped over to be face up.

 

That concludes today’s preview. Hopefully, how to play the Battle Phase and game modes previously described will now be even clearer to you. Look forward to more previews, they’re coming!

 

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by in Design, Games

We’re back with Part 10 of the Legends At War rules preview. Last week, we went over the Campaign game modes which provide epic matches of strategic gameplay. Today’s installment will be a quick one, covering…

 

Chapter 6: Tokens and Markers

In addition to the cards and modular board pieces, LAW is played with a variety of tokens and markers. These tokens and markers never run out. If for some reason there is an insufficient amount of a token or marker to go around, you should use a suitable substitute.

Control Tokens - Every player is provided with a set of control tokens. Each set has a different color to distinguish one player from another. Control tokens are used to mark which cards a particular player controls on the board. When a card is played to the board, the player who played it puts one of his control tokens on it. If that card gets captured, the control token is replaced with one belonging to the player who captured it.

Bonus Markers - These markers are used to show when a card has a positive stat bonus gained from an ability. For each of these markers on the card, all of its stats (North, South, East, and West) are increased by 1. When the card no longer has the bonus, remove the marker.

Penalty Markers - These markers are used to show when a card has a negative stat penalty due to an ability. For each of these markers on the card, all of its stats (North, South, East, and West) are decreased by 1. When the card no longer has the penalty, remove the marker.

Dispel Markers – These markers are used to show when a card is under the effects of a Dispel ability. While a card is affected by the Dispel ability, all of its own abilities are negated. When the card is no longer affected, remove the marker.

Protection Markers – These markers are used to show when a card is under the effects of a Protection ability. While a card is affected by the Protection ability, it is immune to enemy abilities. When the card is no longer affected, remove the marker.

 

Like I said, a quick one. Another preview update is coming later this week, so check back soon!

 

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