(๑و•̀ω•́)و Ability cards: "I will choose ...."
Hi everyone! How are you doing? (‘ー’*)ゞ
We have already sent the material to the factory and now we are waiting for its response with the production plan and estimated deadlines. They have to check all the models and components of the game: boards, cards, pushboards, etc. So we'll have an answer in a week or two.
We will keep you informed, as always, of each step of this stage in the weekly updates.
At this point, until we receive the final prototype, we will dedicate the updates, in addition to updating the state of production, to talk about each aspect of the game and the components that have been revised, starting in this update with the ability cards of the heroes and their functioning.
The functioning of the skills of the heroes is one of the points of the system that has received the most notable adjustments during the review stage of the rulebook in which we have been involved, some of them already commented on previous updates.
Card names here are in English. Printed cards will have Japanese names and, in the rulebook you will find these names translated from Japanese to the language of the book.
- Available abilities by class and hero.
Now each hero has 10 abilities available, choosing 4 of them before the beginning of the adventure. Abilities are spread over 5 cards, one ability per face, so when choosing a skill, the ability of the other side of the card is blocked and can not be used.
Skills are grouped into cards by the type of effects and mechanics they possess. Thus for example, jutsu-shi have their two basic healing spells in the same card, having to choose whether to have a healing that can be used very often but with little healing power or a more powerful healing, but with more cost.
The abilities of the heroes are divided between: unique abilities and class abilities. Each hero has 4 unique abilities and 6 common to its class.
The unique abilities confer a self personality of each hero, enhancing their style of play. For example, Ryo has unique abilities that enhance combat mobility and Takako, abilities that focus on defense and extra area attacks. Another example of how unique abilities mark each hero's style is Katsu, who, being a jutsu-shi, has short range combat skills, thanks to his training as a warrior monk.
- Cost of the abilities:
In each card is indicated the cost to use the ability. There are now 3 types of costs for abilities, which are:
- Action: Indicates that the hero must spend one of its actions to perform it. Abilities that have a cost of actions can only be done during the hero's turn.
- Reload: Indicates that when the ability is used, the number of indicated reload counters is placed on it. Reload counters are removed at the beginning of each turn. An ability can not be used while it has reload counters on it.
- Energy: Using the ability consumes the number of counters of energy indicated in its cost. Heroes gain energy counters every turn through the energy deck.
This configuration has allowed us to create very interesting rules and effects for the abilities, such as healings or atacks that do not require actions (which can be used at any time of the turn whenever the necessary energy is available) or powerful areas of effect with high cost of reload (which forces you to think very well when to use them, since they take a long time to be available again).
Like all components of the game, ability cards are language independent and all rules and effects on them are indicated by simple icons that make it very simple and intuitive to know its effect with just a quick glance.
In addition, the rulebook has a table for each hero and class that describes in more detail the use of each ability.
In future updates, we will bring all the icons used in the game explaining how they work.
And here the update this week, we hope you found it interesting and please leave us in the comments if you like this kind of material, delving into the different sections of the game.
Have a great week, and see you in the next update of Yokai Quest! ( ⌒o⌒)人(⌒-⌒ )v