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Yōkai Quest is a collaborative game for 1 or more players, set in a fantasy, Japan-inspired world with a chibi look.
Yōkai Quest is a collaborative game for 1 or more players, set in a fantasy, Japan-inspired world with a chibi look.
Yōkai Quest is a collaborative game for 1 or more players, set in a fantasy, Japan-inspired world with a chibi look.
1,377 backers pledged €131,436 to help bring this project to life.

(๑و•̀ω•́)و Ability cards: "I will choose ...."

Posted by Unusual Creative
34 likes


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 choice of abilities allows you to configure your hero by providing different roles and strategies in each game
The choice of abilities allows you to configure your hero by providing different roles and strategies in each game

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: 

From left to right: action, reload and energy
From left to right: action, reload and energy

 - 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).

  • Iconography.  

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

Paint'Riot Studio, Treiker, and 32 more people like this update.

Comments

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    1. Unusual Creative Collaborator on October 18

      Hi! As many of you have explained, names will always be written with the characters of the latin alphabet; not with Japanese ideograms. This is something decided during the campaign. In this week update we have explained it a little more. Please check it and let us know if you have further questions!

    2. Misfiring Chong
      Superbacker
      on October 12

      @sgbeal

      All the while it is known that the card names will all be japanese pronouncations (in english letters). It's not something they just decided to do, it's determined from the beginning of the campaign.

    3. AliceXVI on October 12

      im 99% sure that by "written in japanese" they mean the japanese translations for those names and using romanji. so for example if they had shows the rice ball card on this post it might say rice ball on the card for the name here but in the final version would be "onigiri" instead. The only one of those I think I can tell the japanese name for is the princess' blade which, if my limited knowledge of japanese isnt wrong, would be "Hime no Ken" I think]

    4. Salvador Bernadó Sala
      Superbacker
      on October 12

      I also understand that the japanese name will be written in roman characters. Having the same name on all the cards no matter what language the game is will make referencing cards understood by everybody.

    5. Andrea Scattolin on October 12

      This is really interesting!

    6. Gabriele Bragotto on October 12

      Any news about pledge manager?

    7. Jansim on October 11

      Awesome cards they look really great!

    8. Etienne Tefen on October 11

      I for one find it very cool to have card name like "nekoashi-dachi" instead of simply " cat stance", for example. It's just a name, so one or the other are good (as long as it's readable I agree, so Roman letters for sure), but the Japanese ones are much cooler and in line with the theme and ambiance of the game.

    9. sgbeal on October 11

      Japanese with European letters would be tolerable (annoying, but tolerable), but i didn't even know such a thing is a thing. Japanese ideograms, however, are completely illegible to someone who is not familiar with Japanese (or at least some other ideogram-based language).

    10. Etienne Tefen on October 11

      Also : super excited. Can't wait to receive this game.

    11. Etienne Tefen on October 11

      I m pretty sure they didn't mean it will be written in Japanese Characters, but in Japanese with European letters. For example, a "front kick" will be written "mae-geri".

    12. DB on October 11

      Are the Japanese names in roman characters, kanji, hiragana, katakana? A little clarification on this please.

    13. DB on October 11

      I'm not sure I understand this correctly we are going to have to refer to the rule book to translate card names? This sounds very cumbersome.

    14. sgbeal on October 11

      How are players supposed to be able to discuss cards in forums (like BoardGameGeek) if they cannot name the cards they're discussing because the cards are printed in Japanese? Very few players are going to make the effort to try to decode the card names posted by other players, to try to figure out what card(s) they're talking about. A person posting a question first has to decode the name to the language of the book, then the readers of the forum have to do the opposite conversion, finding the proper symbol in the rulebook book and flipping through their cards until they find a matching Japanese symbol (which very few of them will actually be able to read, making such search/comparison extremely difficult to do). This will be an absolutely nightmare for players.

    15. sgbeal on October 11

      "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."

      Do i understand correctly that the cards we will be getting will be printed in JAPANESE? If so PLEASE PLEASE PLEASE PLEASE reconsider! Non-Japanese speakers cannot tell one Japanese glyph from another! This would break the game for all non-Japanese speakers.

      Seriously, if the cards are printed in Japanese _i don't want them_!

    16. AliceXVI on October 11

      Oh hell yes, getting super close to Pnp time :D so excited to give this a try