Card Design

I, for one, really like having cards available to reference rules. Back in my day we spent 8+ hours on a single game of Warhammer, and at least half that time was spent flipping through massive rulebooks. The other half was spent arguing and high-fiveing. I miss those days.

In Relicblade: adventure battle game Characters, Upgrades, and Relics have cards that describe their various attributes. This past couple of weeks I've been working on the rule-book, but in a game that uses cards only the core rules are in the book while the rest live on the cards. Yesterday and today I've had the pleasure of working on the card designs. I'm going for an evocative hand drawn style on these cards even though all the individual assets are actually clean vector graphics.

I'm a big fan of simplicity, so getting everything on the character cards was a balancing act. That said, I feel pretty good about the outcome. Design is kind of like a game. You have information that you need to convey, and at the same time you have specific constraints. It's a bunch of fun.

The Upgrade Cards are pretty much always used in conjunction with a character card. So making sure the design works well with the character card was the main consideration. I decided to stick the action bar at the bottom so It could easily stack under the Character Cards.

In the game, Relics are upgrades the characters can pick up over the course of the battle. Because Relics are unique and powerful I didn't want them to be hidden away beneath a character card. Your opponent should be aware of which character is running around with a reality altering device, and what said device does! You can see how the cards work together below.

The last step was to create a key to reading the cards. Creating a million-billion layers in photoshop I was able to put together the Card Anatomy illustration. These components are still in beta, but I'm proud to give you this little insight into Relicblade!

Be Safe Friends,

Sean Sutter