Refinement in gameplay
Knightstone: Iteration 3

During the third iteration, it became evident that substantial changes were necessary in the combat gameplay. A notable issue was the insufficient energy resources throughout the game, forcing players to rest more frequently and lose turns. Additionally, adjustments were made to reduce the amount of health for both player and enemy cards. One prominent gameplay element that was lacking was actual character progression, and all these concerns have been addressed in this iteration.


Pace of Combat
Character Sheet

The average playtime for the game extended by an additional 30-45 minutes per player, augmenting the initial gameplay duration of approximately 2 hours. To reduce the overall duration of gameplay, substantial modifications were implemented in the combat mechanics of the game.

Character experience was introduced to the game, allowing players to level up with a maximum level cap of 4. This addition was implemented to ensure that reaching the maximum level was attainable. Leveling up brings about dual rewards. Players gain access to a level ability, simultaneously there's an added layer of agency within the Paths of Discipline.

Combat now moves at a swifter pace, with players having only one turn to defeat the enemy. Initiative is still determined by a roll to decide the order of actions. However, the design of character classes and abilities aims to accumulate damage strategically, surpassing the enemy card's level threshold within that single turn.

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ImproveThematic Card Design

The shift in combat dynamics necessitated a redesign of existing cards and the creation of new ones to align with the vision of the updated combat system.

Point of Interest Bosses and the Shar Witch, the final PVE Boss, underwent adjustments in response to the new combat design. Their health was significantly reduced, yet players still had 2-3 rounds of battle to attempt to defeat them.

Attribute cards underwent removal and integration into Path of Discipline trees. This adjustment aimed to provide a more distinct play style for each character.

Artifact &
Wilderness Cards

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Redesigned
Enemy Cards

Redesigned
Loot Cards

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Redesigned
Equipment Cards

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Simple Approach
Action and Rules

I created a concise actions and rules sheet for players, highlighting turn orders and combat actions. Here it is in case you were curious!

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valuable learning opportunity
Knightstone: Conclusion

My primary goal in crafting a board game was to acquire valuable design experience. It prompted me to conceptualize the game's vision, navigate the intricacies of gameplay, define the main objectives, and ensure that each system aligned with the overarching vision for a cohesive gameplay experience. This endeavor allowed me to see a game through from inception to completion, with the ultimate aim of ensuring player satisfaction. I believe this process has equipped me with the insights needed to pursue a career in game design, and I look forward to applying this knowledge in future game projects.

SHOUT OUTS
My intention was to not publish this game because I did not have an artist on commission at the time. I used a lot of D&D art assets I found on google images. Shout out to those artists. Their artwork showcased the kind of art that a future artist could draw inspiration from.

The map was designed using CC3+, Campaign Cartographer by Profantasy. I have been using this mapping program for all of my world map concept art.

Back to Iteration 1

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

Iteration 1

Back to Iteration 2

The Expansive Design
The goal was to create more player agency at various degrees of gameplay.

Iteration 2