Any artists?

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Malkion
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Any artists?

Post by Malkion »

Any artists out there? I have invented a trading card game and find myself with a lack (sheer, utter, complete) of artistry skills. I have a manufacturer lined up and a website all waiting for some artwork. My current artist is proving unreliable. I am willing to email the game or discuss further with anyone.
Last edited by Malkion on Mon May 27, 2013 1:11 pm, edited 1 time in total.
Malkion
*NOR/CT/WOW ~ Classic
Viscount/Grandee of The New Outriders
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Malkion
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Re: Any artista?

Post by Malkion »

Fantasy Card Game
This game includes:
• One deck of 52 play cards. (6 Player Cards, 24 Monster Cards and 22 Encounter Cards)
• One deck of 52 Item cards.(17 Wall Cards, 18 Item Cards and 17 Relics)
• 5 Game Dice (6-sided)
• 50 Battle Strength tokens
• 60 Story Item Tiles


Game Play: Apex Adventure can accommodate up to 6 players during a game.
• To begin play, each player should select one of the 6 Player Cards to represent them during the game.
• Shuffle the PLAY deck and the ITEMS deck individually (thoroughly) and place them in the center of the table (separately).
• Each player should place their Player Card (Face-Up) in front of them on the table.
• Each player will roll (1) one Die. The highest rolled number starts the game.
o In case of tie: Roll Off!
o Play will continue clockwise starting with the winner of the roll.
• Each player in turn will draw (1) one card from the PLAY deck and face either an encounter or a monster.
o If the encounter or monster is successfully defeated the player can draw (1) one item card and place it on the table (face up) next to the player’s Player Card.
o If the encounter or monster defeats the player, the player is “Knocked Out!” and may not draw from the item pile this round.
 The player must successfully defeat the monster or encounter to continue play. If a player becomes “Knocked Out!” they must attempt to defeat the same encounter or monster every turn until that challenge has been overcome.
• At anytime during a player’s turn the player may use an Item card to help them through a challenge. (where appropriate) The other players will determine if item use is appropriate for the encounter.
o Only 1 item card may be used by the player during their turn.
• Some items have dual uses and can be used by other players to either help or harm the active player.
o Only 1 of these cards can be used during any given player’s turn per person.
o The collective of non-active players should determine which (if any) of these cards should be used during the active player’s turn.
o Players rolling for a monster or encounter may not use item cards during the round.


Monster Cards:
Monster Cards are Play Cards that offer the player the challenge to defeat a special monster as part of the player’s adventure. Each monster is unique and has special abilities and characteristics. Each monster has a Battle Strength represented by a number in the upper-right corner of the Play Card indicating how many battles must be won in order to defeat this monster. A player must combat the monster to defeat it.


Encounter Cards:
Encounter Cards are Play Cards that offer the player an environmental challenge that the player must role-play out of. The non-active players will judge the acceptability of the active player’s encounter-escaping scenario. Once an acceptable role-play has been determined the active player must “battle” the encounter to escape. Each encounter has a Battle Strength represented by a number in the upper-right corner of the Play Card indicating how many battles must be won in order to defeat this encounter.
• Read the Encounter Scenario
• Using the information presented for the Encounter, create a role-play story that will allow your Player to successfully navigate the encounter.
o The active-player must draw the number of Story Item Tiles equal to the Battle Strength of the encounter. The Story Items must be used in the active-player's role-play scenario.
• Combat the encounter to successfully escape!


Combat:
Combat is represented by the active-player throwing (3) three 6-sided dice against (2) two dice thrown for the monster or encounter. A non-active player will roll for the monster or encounter. That player is selected by all non-active players rolling (1) die. The highest rolling player becomes the monster or encounter for that turn.
• The highest (2) dice from the player are matched against the dice thrown for the monster or encounter with the highest die from the player being matched against the highest die thrown for the monster or encounter.
• The highest die scores win the battle. Ties are not counted as either wins or losses and must be rolled again.
• Battle continues until the player has won the indicated number of battles for that monster or encounter.
• Be careful! Each player only has a battle Strength of 3 and can only loose 3 battles before becoming “Knocked Out!”
o If a player becomes “Knocked Out!” the player must continue the battle with the monster or encounter upon their next turn (and each successive turn) until the monster or encounter has been defeated.
o A player only regenerates (1) one Battle Strength every round. (maximum of 3 battle Strength). Regenerated Battle Strength is awarded at the beginning of the round.
o Monsters and Encounters do not regenerate Battle Strength unless indicated by a special ability.
• The “highest dice” battles are tallied first.


The Object:
The object of this game is to be the first player to:
• Build a castle by collecting 4 castle wall cards
• Collect 3 relics
• Once a player accumulates 3 relic cards and 4 Wall cards they must face a final challenge to win the game. (Monster or Encounter)


The Monster Cards:
(Monster abilities may only be used once per encounter)
Ogre: BS3, SA Strength: Increase Ogre’s lowest die roll by 1.
Witch: BS 3, SA Bewitch: Force player to roll 2nd highest die again.
Vampire: BS 4, SA Enthrall: Player must exchange lowest die with Monster.
Ghost: BS 2, SA Spook: player’s lowest die is swapped out for the 2nd highest die.
Ghoul: BS 2, SA Rotting Flesh: Monster rolls 2nd highest die (if loosing) again. (keep 2nd roll)
Zombie: BS 2, SA Eat Brains: Monster may swap out its lowest die for Player’s lowest die if the players die is higher.
Mummy: BS 3, SA Groan: Force player to roll 2nd highest die again.
Skeleton: BS 2, SA Bone Rattle: Skeleton may re-roll both dice.
2-Headed Giant: BS 4, Double Talk: The Giant exchanges both rolled dice with the Player.
Giant Bat: BS 2, SA Flight: The bat can fly up and avoid (1) battle loss.
Giant Spider: BS 2, SA Venom: The player’s first battle loss costs (2) Battle Strength.
Medusa: BS 4, SA Stone Stare: Player cannot roll lowest die again for the remainder of the encounter.
Shadow: BS 3, SA Wraith Form: The Shadow is able to duck into the background and avoid 1 battle loss.
Banshee: BS 3, SA Wail: Force player to roll 2nd highest die again.
Werewolf: BS 4, SA Regeneration: The Werewolf, if undefeated, will regenerate (1) Battle Strength.
Gargoyle: BS 3, SA Flight: The Gargoyle can fly up and avoid (1) battle loss
Troglodyte: BS 3, SA Strength: Increase Trogg’s lowest die roll by 1.
Lich: BS 4, SA Bone Rattle: Lich may re-roll both dice.
Troll: BS 3 SA Troll Snot: Reduces player’s 2nd highest die roll by 1.
Headless Horseman: BS 4, SA Pumpkin Toss: Forces player to re-roll (1) battle the Monster lost. (both the monster and player re-roll one (1) die)
Goblin: BS 3, SA Steal: The Goblin may Steal any (1) dice from the player.
Assassin: BS 3, SA Hide in Shadows: The Assassin is able to duck into the background and avoid 1 battle loss.
Slave Master: BS 3, SA Enthrall: Player must exchange lowest die with the Slave Master.
Lunatic: BS 3, SA Strength: Increase Lunatic’s lowest die roll by 1.


The Encounters:
Dragon’s Hoard: You have entered a hidden Dragon’s Hoard. The cave is dimly lit with only a small torch to illuminate your way. In the background you think you can hear the slow, deep breath of the cave’s occupant asleep in its abode. The way behind you has collapsed forcing you to venture past the sleeping gargantuan reptile to escape with a treasure. BS 4.
Ancient Tomb: You have found the tomb of an Ancient King. Trapped with poison darts, falling spikes and pit traps you must navigate the ancient tomb and escape with his loot. BS 3.
Forgotten Crypt: You have stumbled into a Forgotten Crypt. The entombed residents are none too pleased that you have crossed into their domain. Escape their cold clutches and secure the treasure. BS 3.
Abandoned Mine: You have fallen into an Abandoned Mine! Navigate the gas filled, dark corridors to escape with whatever leftover valuables you can find. BS 2.
Enchanted Hedge Maze: You have become trapped in an Enchanted Hedge Maze. The walls of the maze are constantly changing to keep you trapped inside. Somewhere in the distance you can hear the snort and snarls of the resident Minotaur! Escape the maze with his treasure! BS 4.
Thieves’ Den: You have blindly stumbled into a Den of Thieves. If you are lucky you will be crafty enough to escape with some of their loot! BS 3.
Lost City: You have found the Lost City! See if you can outsmart the local resident cannibals and escape with some gold! BS 3.
Damsel in Distress: You have happened upon a Damsel in Distress. Help the fair maiden escape the clutches of the evil-doer and she will reward you with something nice! BS 2.
Shipwreck: You have been shipwrecked! You are stranded on a desert isle with few rations and no drinkable water. You had better find a way off this island soon. BS 4.
Temple of Evil: You have been kidnapped and taken to the Temple of Evil as a sacrifice. Escape your captors and make off with something they worship. BS 3.
Swamp of Sadness: You have become mired in the Swamp of Sadness. Find a way out of the muck before you become depressed forever. BS 3.
Haunted Mansion: You have been dared to stay the night in a Haunted Mansion. You will have to be crafty, indeed to survive the night! BS 3.
Ruined Ruin: These Ruined Ruins used to be something important. Don’t spend too long here or you might become history, too. BS 2.
Dark Forest: It is said the darkest of creatures live in the darkest part of the Dark Forest. People who get lost in the forest never return. BS 4.
Cliffs of Ahhh: You have clamored up the Cliffs of Ahhh and have become stranded. Find your way safely down while avoiding the predatory, cliff-dwelling, giant vultures! BS 3.
The Winding Staircase: You have found yourself on the endlessly Winding Staircase. You have to figure a way to get off this endless spiral before you expire. BS 2.
Stillwater Lake: The waters of this lake are so quiet it could only be the fabled Stillwater Lake. Never a ripple breaks the surface and when you stare too long into the waters…you drown. BS 3.
The Hanging Bridge: Strung over a great chasm is the Hanging Bridge. It sways in the wind and has many planks missing. Find your way across to continue your journey. BS 3.
Sinking Sands: You have walked into a field of quicksand! You have sunk up to your waist in quicksand and are slowly sinking to your doom. A company of carnivorous army ants have been alerted to your presence and are slowly marching to devour you. BS 3.
Hanging Gardens: The lovely flora here entices you to stop and smell the flowers. Once you do they entangle you and start hoisting you up into the trees. BS 3.
School of Mermaids: You happen upon a School of Mermaids who are signing songs to entice you into the depths. Find a way to break out of their spell and escape! BS 4.
Cloud City: You have been abducted by bird people and taken to their Cloud City as a slave. In order to be free you must find a way to get back down. BS 3.


The Items:
Holy Grail: Heals target player for (1) Battle Strength.
Catapult: Destroy target player’s (1) castle wall.
Blessed Spear: Increase a player’s lowest die Roll by 1.
Invisibility Cloak: Allows a Player to escape 1 failed battle.
Potion of Health: Restore (1) Battle Strength.
Staff of the Magi: Powerful magic allows a player to re-roll any die. (self or other)
Wand of Wonders: Roll a die to determine the resulting action.
Crown of Glory: The Player gains a +1 to any die roll.
Slippers of Sleeping: The player can reduce an enemy’s die roll by (1).
Repeat’s Repeating Crossbow: Shoot another player and force them to re-roll their highest die.
Brazier of Afterglow: Force a Monster or Encounter to re-roll its lowest die.
Ring of Invisibility: The player can avoid (1) Battle Loss.
Sword of Power: The player can re-roll all dice.
Lute of Soothing Voices: The player reduces the Monster or Encounter’s highest die by 1.
Necklace of Awe: The player’s highest die is raised by 1.
Gauntlets of Ogre Power: The player’s lowest die can be re-rolled.
Flying Steed: The target player is able to escape (1) battle loss.(Can be used on self or other)
Gloves of Thievery: Steal target player's Magic Item. (Not wall or relic)


Story Item Tiles:

Rock Lute Violin Hairbrush Pickle Comb Harmonica Apple Banana Rope
Fedora Whip Mirror Candle Wax Frying pan Stick Feather Ladder Towel
Oil Can Paper Abacus Diploma Cup Spoon Saddle Door Knob Shrubbery Fish
Sword Shield Dagger Torch Pencil Old Shoe Leather Strap Slice of Ham Frisbee Bottle of Ink
Bowl Compass Skeleton Key Small Ball Lucky Coin Cow Bell Bucket Vase Flower Cornucopia
Playing Card Piece of String Flute Glass of Water Helmet Bovine Horn Skull Chicken Bone Monkey Paw Rabbit's Foot
Last edited by Malkion on Mon May 27, 2013 1:13 pm, edited 1 time in total.
Malkion
*NOR/CT/WOW ~ Classic
Viscount/Grandee of The New Outriders
User avatar
Malkion
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Posts: 166
Joined: Sat Aug 25, 2012 8:21 am
Realm: SW: The Old Republic
Location: Des Moines, Iowa

Re: Any artista?

Post by Malkion »

Holy Wall-O-Text! lol.

this incarnation is a fantasy game. I have completed a version for Sci-Fi and and 1/2 way working it out for WWII and Civil War.

I just need a reliable artist with some spare time.
Malkion
*NOR/CT/WOW ~ Classic
Viscount/Grandee of The New Outriders
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