Dev Log 8.30


Goals:

  • More general traits
  • Make trait cards into illustrations
    • “A possible way to design the trait cards is to just have a picture representing the word (without labeling it) so players can utilize them into arguing for the target on the field.”
  • Increase attack cards (or decrease defense cards)
  • More cards to take other people’s cards
  • Odd number of targets?

Progress:

  • Potential Rule#1 (in the situation where there are multiple players fighting for a target): If everyone wants a target & they all aim for him/her/it, the group collectively decides who has the weakest argument and he/she is omitted, however, that person becomes a judge for who gets the target based on the most convincing argument of those left 
  • Potential Rule: When players meet the charm requirement for a target, they will have to debate for their trait (if they do not have a trait card, they are automatically out of the fight). Each deciding round will knock out the least-fitting card, which will depend on the player’s argument and the other players’ judgment
  • Potential Rule#2: At the beginning of the game, each player gets one trait card and shuffles the rest of the traits back into the drawing pile
    • “We can have trait cards and people draw 1 of them at the beginning”
  • Card Design: Use a very highlighted color for the border of the trait cards, so they are easily organized
  • 3x4 firm card sleeves (preferably solid color back), sticker design on the back [ link ]
  • [Make benefits for the targets to help move the game along faster]

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