Expansive Take of Iteration 1
Knightstone: Iteration 2

The main goal of the second iteration was to improve the player experience by refocusing the various types of cards involved in gameplay.

To infuse more flavor and intriguing choices into the map, I sought to address a significant issue identified during gameplay, particularly in the PVP Phase. It was observed that the player who had obtained the Knightstone might engage in PVP with only one other player before either winning the game or surviving the wilderness.

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Consolidate
Iterations of the Card Decks

To alleviate the confusion associated with the extensive Wilderness deck, it has been reorganized into distinct categories to clearly showcase each deck's functionality. Point of Interest Cards, although not a deck per se, were separated and placed aside since players needed to land on the Point of Interest section of the map. Attributes Cards were introduced as player choices during the character class selection process. To streamline categorization, Loot and Wilderness remained as separate decks, but the cards within these decks were consolidated.

 

Point of Interest Cards

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Attribute
Cards

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Loot
Cards

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Wilderness
Cards

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Improved UI
Character Sheet

The character sheet underwent a comprehensive redesign to evoke a more user-friendly interface. The objective was to enhance players' ability to monitor their health, resources, and the capabilities of each ability within their allocated energy. The white numbers along the border represent the standard health of the character, while the colored numbers indicate additional health gained from the health attribute card.

To accommodate the added layer of complexity, a starting inventory hand was introduced for every character. This ensured players had something in their deck given the finite energy resources of their abilities.

In contrast to the previous iteration, where each character had a static special ability, an additional element of player agency was introduced. Now, each character possesses three class cards they can select to include in their hand, each usable once per game.

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Back to Iteration 1

The Conception
The vision of the board game. Play tests reveal one dimensional gameplay.

Iteration 1

Iteration 3

The Refinement
Play tests reveal different design decisions to refine the games mechanics.

Iteration 3