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Redemption® Collectible Trading Card Game HQ => Redemption® Resources and Thinktank => Topic started by: Gabe on April 18, 2018, 05:19:00 PM

Title: Card Design Changes to Some Dual Card Types
Post by: Gabe on April 18, 2018, 05:19:00 PM
Until now we've created dual card types 3 different ways. Covenants and Curses shared one expanded icon box, dual Enhancements shared one compact icon box and everything else got two icons (one on the left, one on on the right).

Going forward we plan to use 2 icons (left and right) for all dual card types. We believe this will better communicate what is happening when the card is played. These are some of the benefits we expect from this change.
We hope that you will join us in looking over the cards that have been changed. With the changes taking place this late in the process it's more likely that an error will slip past us. Your attention to detail can help us send these off error free.

For your viewing pleasure, here is a google document (https://docs.google.com/document/d/1Zot3OKfmkKoL-wSssBsnpdWhj-x-sdw8HbwCXhEEGMI/edit?usp=sharing) containing the 28 update images.

There have been a number of people involved in bringing about this change, but none more than Nathan Wagenknecht. Please give him a round of applause and a thank you.

***EDIT 4/21***

After listening to the feedback we've received here and through direction communication, with much internal discussion and prayer, a couple additional adjustments have been made.

#1 - We've decided to keep the snake icon for the artifact side of the Curse cards. While both the grail and the snake have valid arguments supporting them, we feel it will be best to stay consistent with past Curses. A large part of this decision is based on the thematic element of not using the Holy Grail icon on a card that is intended to represent sin and discipline. This is the reason the snake was originally chosen and will continue to be used.

#2 - From now forward dual affiliation cards that need the warrior, weapon or territory class icon will use it on all appropriate sides. As part of this change we have downsized the icons and justified them with the outside of the brigade box. As a result, all cards with those icons have been adjusted, not just the ones with icons on both sides.

Please take this opportunity to check out several more of the updated card images, but more importantly help us make sure that these late changes don't result in any errors being sent to the printer.

Icon size changes group 1 (https://docs.google.com/document/d/1nnG_i6hrlrunPvGGy-qVBiGQJHl96S6WsvMuyg6FXlg/edit?usp=sharing)

Icon size changes group 2 (https://docs.google.com/document/d/1K1Hx-9v7dTrQVIY8prf7wISLAZW5htuVl91xUgIF0mo/edit?usp=sharing)

Thank you to everyone who has contributed to the discussion below.

(on behalf of the elder team)
Title: Re: Card Design Changes to Some Dual Card Types
Post by: EmJayBee83 on April 18, 2018, 06:13:33 PM
Just out of curiosity is Jehu's sword weapon class as a GE but not as an EE?  Or does the weapon class icon hold for both alignments?.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Xonathan on April 18, 2018, 06:26:53 PM
Unless specified the weapon class icon applies to the whole card just like the territory class symbol
Title: Re: Card Design Changes to Some Dual Card Types
Post by: NathanW on April 18, 2018, 06:27:49 PM
Here are the sections of the REG describing territory class and warrior/weapon class and dual alignment/icon cards for reference.

Quote
Territory Class Character

Spoiler (hover to show)

Territory Class Enhancement

Spoiler (hover to show)


Warrior (Class Character)

Spoiler (hover to show)

Weapon (Class Enhancement)

Spoiler (hover to show)


Dual-Alignment

Spoiler (hover to show)

Dual Icon

Spoiler (hover to show)

I think some clarification of how class icons affect dual icon cards could be added in the REG but exactly how and where I don't know atm. But Yes, Warrior, Weapon and Territory class icons affect the whole card unless otherwise stated on the card. (like a lot of the dual enhancement character cards from RoJ) As far as I'm aware that is not stated anywhere in the REG (I could be missing it somewhere though)
Title: Re: Card Design Changes to Some Dual Card Types
Post by: goalieking87 on April 18, 2018, 06:45:39 PM
I think this will simplify things for the game. (The announcement above)

I am curious why the warrior/weapon class icons and TC are not depicted on both sides though. In a separate thread it sounded like it was 100% decided that this is how it would be, and when the symbol applies to just one side that it will be noted in the identifier.

The reason I ask is because it seems like relying on the identifier uses valuable limited space that might need to be used for something else. It also seems like having the WC/TC symbol on both sides would help eliminate confusion the same as splitting up the icons.

Any information that can be shared about why it was decided against printing them this way would be appreciated.

Thanks
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Bobbert on April 18, 2018, 07:37:18 PM
I think this will simplify things for the game. (The announcement above)

I am curious why the warrior/weapon class icons and TC are not depicted on both sides though. In a separate thread it sounded like it was 100% decided that this is how it would be, and when the symbol applies to just one side that it will be noted in the identifier.

The reason I ask is because it seems like relying on the identifier uses valuable limited space that might need to be used for something else. It also seems like having the WC/TC symbol on both sides would help eliminate confusion the same as splitting up the icons.

Any information that can be shared about why it was decided against printing them this way would be appreciated.

Thanks

While I've heard and understand the reasoning behind having it on only one side, I'm inclined to agree. The identifier line has always been valuable real estate, and that's unlikely to change. It seems like with the dual changes here, now would be the perfect time to establish the convention of printing it on both sides so that cards like Hope aren't as limited in identifier space.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Gabe on April 18, 2018, 07:46:54 PM
I am curious why the warrior/weapon class icons and TC are not depicted on both sides though. In a separate thread it sounded like it was 100% decided that this is how it would be, and if it is only one-sided that it will be included in the identifier.

The reason I ask is because it seems like relying on the identifier uses valuable limited space that might need to be used for something else. It also seems like having the WC/TC symbol on both sides would eliminate confusion the same as splitting up the icons.

Any information that can be shared about why it was decided against would be appreciated.

The class symbol applies to the entire card, not one alignment or the other, unless it's specified in the identifier. The need to specify that only one side gets to use the class icon is a rare exception so it doesn't limit card design all that much.

If you can find it could you link to the thread where you got the impression it was 100% decided we were making a change?

When discussing the current overhaul of dual card types this was talked about. One drawback is that King Abijam, The Roman Jailer, Joab and King Saul would take a hit if we made the change now. There are also feelings that it clutters up the card face too much. We could shrink the icons to compensate for that. It just didn't seem entirely necessary given that the system we currently have in place works. This is an attempt to communicate the reasons others didn't go with using icons on both sides, not my personal feelings. My preference is that we would have always used the icon on each side it applies and I'm in favor of the change now.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: GreatGray on April 18, 2018, 09:02:27 PM
This is a pretty good change to see; however, should the word "Curse" be put in the identifier for immediate simplicity going forward? With all of the old curses, the snake in the icon box was super helpful to distinguish between curse, covenant, and neutral artifact. With other cards that reference curses like Balaam, new players might not realize that an artifact icon with another evil enhancement icon is a curse. It would just look to them like another artifact. Older players I know will probably not care, but younger players are going to question what is or isn't a curse because of the Grail Icon.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: kariusvega on April 18, 2018, 09:05:55 PM
This is a pretty good change to see; however, should the word "Curse" be put in the identifier for immediate simplicity going forward? With all of the old curses, the snake in the icon box was super helpful to distinguish between curse, covenant, and neutral artifact. With other cards that reference curses like Balaam, new players might not realize that an artifact icon with another evil enhancement icon is a curse. It would just look to them like another artifact. Older players I know will probably not care, but younger players are going to question what is or isn't a curse because of the Grail Icon.

+1
Title: Re: Card Design Changes to Some Dual Card Types
Post by: goalieking87 on April 18, 2018, 09:09:07 PM

If you can find it could you link to the thread where you got the impression it was 100% decided we were making a change?

Personally I hope more cards like Fifth Seal / Justice Seekers, which has the TC symbol on both sides, are printed for clarity’s sake.

We've discussed that. It isn't going to happen. One icon applies to both sides unless otherwise noted. Sorry.

This is what I was referencing, from the thread regarding the new Hope card.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: goalieking87 on April 18, 2018, 09:12:41 PM
This is a pretty good change to see; however, should the word "Curse" be put in the identifier for immediate simplicity going forward? With all of the old curses, the snake in the icon box was super helpful to distinguish between curse, covenant, and neutral artifact. With other cards that reference curses like Balaam, new players might not realize that an artifact icon with another evil enhancement icon is a curse. It would just look to them like another artifact. Older players I know will probably not care, but younger players are going to question what is or isn't a curse because of the Grail Icon.

+1
+1
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Watchman on April 18, 2018, 09:15:23 PM
This is a pretty good change to see; however, should the word "Curse" be put in the identifier for immediate simplicity going forward? With all of the old curses, the snake in the icon box was super helpful to distinguish between curse, covenant, and neutral artifact. With other cards that reference curses like Balaam, new players might not realize that an artifact icon with another evil enhancement icon is a curse. It would just look to them like another artifact. Older players I know will probably not care, but younger players are going to question what is or isn't a curse because of the Grail Icon.

+1
+1
+1 Same with Covenants.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Daniel on April 18, 2018, 09:24:34 PM
This always bothered me. The snake symbol was definitely cool, but super inconsistent. Nice changes, although I still think Redemption needs a total design overhaul due to stuff like this ;)
Title: Re: Card Design Changes to Some Dual Card Types
Post by: NathanW on April 18, 2018, 09:25:17 PM
Personally I think class icons should be specific to each side and the older cards affected should be errated to work the same way they do currently both saving identifier line space and making class icons on dual icon cards more intuitive. Interestingly the old squished box DAEs wouldn't have to be errated because they technically have the class icons below both icon "boxes". That's just my opinion on the class icons matter.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: redemption collector 777 on April 18, 2018, 09:25:42 PM
This is a pretty good change to see; however, should the word "Curse" be put in the identifier for immediate simplicity going forward? With all of the old curses, the snake in the icon box was super helpful to distinguish between curse, covenant, and neutral artifact. With other cards that reference curses like Balaam, new players might not realize that an artifact icon with another evil enhancement icon is a curse. It would just look to them like another artifact. Older players I know will probably not care, but younger players are going to question what is or isn't a curse because of the Grail Icon.

+1
+1
+1 Same with Covenants.


 +1
Title: Re: Card Design Changes to Some Dual Card Types
Post by: NathanW on April 18, 2018, 09:31:25 PM
I find it ironic that people would like to both change how class icons work in order to save space in the identifier line as well as add 7 or 10 extra characters on every curse and covenant  :P might as well throw cities in there. (Unless everybody already has that memorized)

PS. I'm half joking here.

EDIT: I think you have a few too many returns in that post up there.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: redemption collector 777 on April 18, 2018, 09:36:54 PM
I find it ironic that people would like to both change how class icons work in order to save space in the identifier line as well as add 7 or 10 extra characters on every curse and covenant  :P might as well throw cities in there. (Unless everybody already has that memorized)

PS. I'm half joking here.

EDIT: I think you have a few too many returns in that post up there.


oops just fixed that.


If we are going to change curses and covenants I 100% agree that the cards should have a Curse or Covenant identifier on the card.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Jeremystair on April 18, 2018, 09:53:05 PM
This is a pretty good change to see; however, should the word "Curse" be put in the identifier for immediate simplicity going forward? With all of the old curses, the snake in the icon box was super helpful to distinguish between curse, covenant, and neutral artifact. With other cards that reference curses like Balaam, new players might not realize that an artifact icon with another evil enhancement icon is a curse. It would just look to them like another artifact. Older players I know will probably not care, but younger players are going to question what is or isn't a curse because of the Grail Icon.

+1
+1
+1 Same with Covenants.


 +1

+1
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Ironisaac on April 18, 2018, 10:00:26 PM
This is a pretty good change to see; however, should the word "Curse" be put in the identifier for immediate simplicity going forward? With all of the old curses, the snake in the icon box was super helpful to distinguish between curse, covenant, and neutral artifact. With other cards that reference curses like Balaam, new players might not realize that an artifact icon with another evil enhancement icon is a curse. It would just look to them like another artifact. Older players I know will probably not care, but younger players are going to question what is or isn't a curse because of the Grail Icon.

+1
+1
+1 Same with Covenants.


 +1

+1
+1
is this what we're doing now?
Title: Re: Card Design Changes to Some Dual Card Types
Post by: NathanW on April 18, 2018, 10:24:21 PM
First of all, I realize these are not your views and that you are only expressing others viewpoints.

The class symbol applies to the entire card, not one alignment or the other, unless it's specified in the identifier. The need to specify that only one side gets to use the class icon is a rare exception so it doesn't limit card design all that much.

IMO It would be equally confusing for a player to see an icon on the left side of a card and think it only applies to that side. If a player saw the icon on both sides there would be no doubt it applied to both sides. It would be equally important in my mind to say in the identifier line "both sides are territory class" as well as "x side is territory class".

When discussing the current overhaul of dual card types this was talked about. One drawback is that King Abijam, The Roman Jailer, Joab and King Saul would take a hit if we made the change now.

IMO the idea that saving the current functionality of 4 cards is drastically less important than setting up Dual Alignment/Split Box cards for a good future.

There are also feelings that it clutters up the card face too much. We could shrink the icons to compensate for that. It just didn't seem entirely necessary given that the system we currently have in place works.

I agree it would probably clutter up the card face too much but again that is a cosmetic issue. and IMO just because the current system works doesn't mean it couldn't be improved or changed to work better and make more sense to new and old players alike in the future.

This is an attempt to communicate the reasons others didn't go with using icons on both sides, not my personal feelings.
My preference is that we would have always used the icon on each side it applies and I'm in favor of the change now.
+1
This was an especially pivotal set for Dual Alignment Enhancements as 21 are being added to the existing 29 and I'm glad I could at least help by starting the discussion that led to the decision to split the boxes. (I'm very thankful for the elder team being open to ideas)

IMO it would be ideal if we never had to specify anything about the type or class of card in the identifier line because to me that sounds very much like a band-aid on a non-ideal system to start. (and I agree if there was any time to change that it would be in this set) (of course excepting cards that change from one type to another under special circumstances)
Title: Re: Card Design Changes to Some Dual Card Types
Post by: The Guardian on April 18, 2018, 10:30:39 PM
IMO putting class icons on both sides would be a step backwards after getting the special ability off the artwork.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: NathanW on April 18, 2018, 10:33:33 PM
IMO putting class icons on both sides would be a step backwards after getting the special ability off the artwork.

A step backward cosmetically perhaps without resizing the icons but IMO a large step forward when it comes to the intuitiveness of class icons on dual alignment/split box cards.

I'll just add that to me it is very intuitive to think of dual alignment/split box cards as literally 2 separate cards in the same card that sometimes but not always share the same ability. With class icons being another crossover between each "separate card" represented on the same card that just confuses the concept of dual alignment/split box cards in my mind.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Watchman on April 18, 2018, 10:41:47 PM
I know I’ve said a million times, and I’m sure Gabe and others are tired of hearing me say it, but since this split icon announcement I want to stress something.

When the general rule (not worded on the card) is for a symbol, such as TC, is meant to apply to the whole DA card, but then say that only on rare occasions will it be used on both sides of the card under the alignment boxes (such as Fifth Seal / Justice Seekers), what is the expected outcome from this? It will only create unnecessary confusion and continual questions by players on the forum (as seen, yet again, at the top of this thread by embeejay, who is a seasoned player).

It’s not so much a big deal when you have one icon box with dual alignment symbols in that box and the TC symbol under that box because the player will know that the TC applies to either alignment. However, now that the alignments are splitting into two boxes as the new standard, which is intended for consistency of DACs, along with this change the placing of TC or WC symbol on both sides is also needed for consistency and for clarity.

Our brains work in such a way so that they want to keep things organized and categorized for easier comprehension and analysis. So when I see cards like Forbidden Fruit and Two by Two alignment boxes being split, but see TC under the GE side only I automatically think (especially when there’s no identifier telling me otherwise, like Fourth Seal / Death; and how Fifth Seal has TC symbol on both sides the card) that if it’s played as a GE I can also use it in territory, but I couldn’t use it in territory if I played the EE side.

To simplify what I’m saying, you cannot make a rule that the TC applies to the entire card but then arbitrarily make a card like Fifth Seal that completely contradicts that rule and expect players, especially new players, to know the difference; then, make cards like Forbidden Fruit and expect players to know the TC symbol is meant for both alignments. Imagine if I’m a new player (or seasoned player) and I have Fifth Seal and Forbidden Fruit in my hand. What am I going to think about how I can play Forbidden Fruit? I’m going to think that the TC only applies to the GE side. This is poor game design.

I agree 100% with Daniel that a complete overhaul of Redemption is needed if all of these changes are being made. It’s like putting new wine into old wine skins. This is why set rotation can be beneficial. But in the meantime, let’s please have some consistency and clarity as much as possible with this game and not make things more ambiguous than need be.

I’ve said my peace about this; I’m finished.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: The Guardian on April 18, 2018, 10:44:26 PM
For TC enhancements I can understand (somewhat), but has anyone ever been confused about the DAC who are Warrior Class?
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Red Dragon Thorn on April 18, 2018, 10:46:44 PM
IMO putting class icons on both sides would be a step backwards after getting the special ability off the artwork.

I disagree, the icons are already directly below the stat box, and they only sit on part of the image and part of the border
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Noah on April 18, 2018, 10:48:13 PM
One drawback is that King Abijam, The Roman Jailer, Joab and King Saul would take a hit if we made the change now. There are also feelings that it clutters up the card face too much.

If those are the only 4 cards that would be impacted, I would be all for changing it NOW rather that later. With FoM alone Forbidden Fruit, Two by Two, Confused Languages, Lingering in Sodom, Pillar of Salt, Hiding Joseph's Cup, Pharaoh's Daughter, Avenged, Lost Anointing, Jehu's Sword, and King Jehu can be added to the list of cards that would be impacted by changing class symbols to refer to the icon they are under, with the last two being warrior/weapon class. Even if only Jehu and his sword were being printed, it would increase the pool of "cards that would take a hit" by 50%.

I think it would be easier and more intuitive to split class symbols with this set, and if it turns out people are still frustrated with them taking up too much space they can be shrunk slightly in the future. As people have already said, identifier space is too valuable to be forced to use it for something that can easily be understood intuitively. With FoM alone the pool of impacted cards will increase by 300%, so its kind of now or never.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: NathanW on April 18, 2018, 10:48:52 PM
For TC enhancements I can understand (somewhat), but has anyone ever been confused about the DAC who are Warrior Class?

As far as we know there could be somebody out there playing the dual alignment characters as if only one side was warrior class that they didn't even think it would apply to both sides. IMO it's simply as watchman stated, having a general rule that's not clearly stated on the card.

When creating cards like Death why weren't the warrior class and territory class icons placed on the left side? I'd guess because it was intuitive to place the class icons on the side which they applied even though it would be equally valid if they were both placed on the left side.

EDIT: This is literally putting the icons below the side to which they apply and then stating in the identifier line that they apply to that side because otherwise the general rule is that they would apply to both sides. HOW is that not unintuitive?

An exception is created by putting the class icons on the right side and then valuable real-estate in the identifier line is used to explain the exception, even though it should be intuitive.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Gabe on April 18, 2018, 10:52:58 PM
This is a pretty good change to see; however, should the word "Curse" be put in the identifier for immediate simplicity going forward?

Not unless we're also going to start naming every other card type in the identifier - Artifact, Enhancement, Hero, Site, Fortress...

But those are identified by the icon box you say? So are Curses, Covenants and Cities, only those instances it involves a specific pairings of icons. That is just as teachable as any other card type. I don't think we need to take up space in the identifier for what is essentially "reminder text".
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Watchman on April 18, 2018, 10:55:23 PM
One drawback is that King Abijam, The Roman Jailer, Joab and King Saul would take a hit if we made the change now. There are also feelings that it clutters up the card face too much.

If those are the only 4 cards that would be impacted, I would be all for changing it NOW rather that later.
+1
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Watchman on April 18, 2018, 11:01:05 PM
This is a pretty good change to see; however, should the word "Curse" be put in the identifier for immediate simplicity going forward?

Not unless we're also going to start naming every other card type in the identifier - Artifact, Enhancement, Hero, Site, Fortress...

But those are identified by the icon box you say? So are Curses, Covenants and Cities, only those instances it involves a specific pairings of icons. That is just as teachable as any other card type. I don't think we need to take up space in the identifier for what is essentially "reminder text".

If we want newer players to differentiate that a Curse and Covenant is something specific when compared with cards like Magicians Staves / Magicians Snakes, then adding one word (“Curse” or “Covenant”) somewhere on the card I’m sure won’t be a significant problem but will prevent many inevitable questions on the forum and at tournaments.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Gabe on April 18, 2018, 11:03:56 PM
IMO putting class icons on both sides would be a step backwards after getting the special ability off the artwork.

I disagree, the icons are already directly below the stat box, and they only sit on part of the image and part of the border

You're both partially right. The icons don't take up much of the artwork realestate but they do cover enough to make some of the art placement and cropping tricky. There were a handful of cards this year where the image had to be flipped, or something had to be cropped out, because of the icons. Given that we already have challenges finding free, quality art, the need to work around icons on both sides of some cards will only make that trickier.

But there will always be limitations to what we can do. The smaller title space for dual icon cards is an example. I'm sure people have noticed that a few card titles changed from what was originally previewed. Putting icons on both sides to clearly communicate what they apply to seems like a good move, especially considering the other changes. If we downsize the icons slightly it will help with some of the drawbacks, which are offset by the benefits.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Gabe on April 18, 2018, 11:05:19 PM
If we want newer players to differentiate that a Curse and Covenant is something specific when compared with cards like Magicians Staves / Magicians Snakes, then adding one word (“Curse” or “Covenant”) somewhere on the card I’m sure won’t be a significant problem but will prevent many inevitable questions on the forum and at tournaments.

We can't teach the entire game from the card text alone. Following this logic we should also explain what every keyword on a card in the special ability box, like the reminder text on MTG. This is not a direction Redemption is headed. At a certain point player will need to learn card types and keywords.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: NathanW on April 18, 2018, 11:08:17 PM
Putting icons on both sides to clearly communicate what they apply to seems like a good move, especially considering the other changes. If we downsize the icons slightly it will help with some of the drawbacks, which are offset by the benefits.

I totally agree and would add that IMO it would greatly offset the downsides if only because gameplay is valued over cosmetics (which can be changed later on MUCH easier than gameplay related things).
Title: Re: Card Design Changes to Some Dual Card Types
Post by: NathanW on April 19, 2018, 01:25:17 AM
I would like to point out something that I think needs to be shown. There is a reason only 4 cards would be in the "pool of 'cards that would take a hit'".

(https://www.cactusforums.com/proxy.php?request=http%3A%2F%2Flandofredemption.com%2Fwp-content%2Fuploads%2F2015%2F04%2FKing_Abijam_RA_pv.jpg&hash=963c2665a8b4871020305ab67be0666befe56b0e)(https://www.cactusforums.com/proxy.php?request=http%3A%2F%2Flandofredemption.com%2Fwp-content%2Fuploads%2F2016%2F05%2FJoab_CoW_pv.jpg&hash=a2d95dc35e6569d3518fbc66d492f48082a9cb78)(https://www.cactusforums.com/proxy.php?request=http%3A%2F%2Flandofredemption.com%2Fwp-content%2Fuploads%2F2016%2F05%2FKing_Saul_CoW_pv.jpg&hash=e885d19effc32ca9bf3cecf3dbe721df604a0be8)(https://www.cactusforums.com/proxy.php?request=http%3A%2F%2Flandofredemption.com%2Fwp-content%2Fuploads%2F2015%2F06%2FThe_Roman_Jailer_EC_pv.jpg&hash=c6cc96fc09f9416e7a5a3b84eeb8189cc1a1dff9)


Over the last 2 sets if a card had a class icon that only applied to one side they were printed with the icon on that side. Even The Leviathan and Hope have the icon on the side they apply to (happens to be the right side). Despite the fact that they could have been placed on the left side because the identifier line said where they applied they were placed on the side they apply to. Whether this placement was intentional or not there is no doubt (at least to me) that it is the intuitive way to treat class icons.

(https://www.cactusforums.com/proxy.php?request=http%3A%2F%2Flandofredemption.com%2Fwp-content%2Fuploads%2F2018%2F04%2FSecond-Seal-War-RoJ-pv.jpg&hash=37aad206f71feeedff02cbf488725aa0bc378390)(https://www.cactusforums.com/proxy.php?request=http%3A%2F%2Flandofredemption.com%2Fwp-content%2Fuploads%2F2018%2F04%2FSixth-Seal-Terror-RoJ-pv.jpg&hash=592051a4038e46034f24c7624ea05a8f035c31fa)(https://www.cactusforums.com/proxy.php?request=http%3A%2F%2Flandofredemption.com%2Fwp-content%2Fuploads%2F2017%2F04%2FFirst_Seal_Conquer_ROJ_pv.jpg&hash=6f7cbe771d961501bba1dbbffd60a20141a4ff3c)(https://www.cactusforums.com/proxy.php?request=http%3A%2F%2Flandofredemption.com%2Fwp-content%2Fuploads%2F2017%2F04%2FFourth_Seal_Death_ROJ_pv.jpg&hash=346f381d01cf7ce4b9572ebe9a1ef250c024748f)(https://www.cactusforums.com/proxy.php?request=http%3A%2F%2Flandofredemption.com%2Fwp-content%2Fuploads%2F2017%2F04%2FFifth_Seal_Justice_Seekers_ROJ_pv.jpg&hash=aa573aea1fa711f8cd03b2dc648b58337fc18ff7)(https://www.cactusforums.com/proxy.php?request=http%3A%2F%2Flandofredemption.com%2Fwp-content%2Fuploads%2F2018%2F04%2FHope-FoM-pv.png&hash=f0df2eacdc588092320c09f6802aa4b0c503ca80)(https://www.cactusforums.com/proxy.php?request=http%3A%2F%2Flandofredemption.com%2Fwp-content%2Fuploads%2F2018%2F04%2FThe-Leviathan-FoM-pv.png&hash=c245b17747217de71ad61a94b417779c56a4f08f)

Everything has aligned so perfectly that at this point in the game this change could be made with very little if even any actual confusion. It also happens to be the case that all 29 Dual Alignment Enhancements printed up to this point wouldn't be affected because the territory and/or weapon class icons are technically below both boxes anyways.

As Noah stated earlier "With FoM alone the pool of impacted cards will increase by 300%, so its kind of now or never." This is indeed a now or never opportunity to remove this unnecessary and redundant general rule about class icons that is unintuitive and uses valuable identifier space. This change has already been anticipated by previous releases. Changing it now would make it consistent across the board and simplify class icons going forward.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Watchman on April 19, 2018, 06:57:41 AM
If we want newer players to differentiate that a Curse and Covenant is something specific when compared with cards like Magicians Staves / Magicians Snakes, then adding one word (“Curse” or “Covenant”) somewhere on the card I’m sure won’t be a significant problem but will prevent many inevitable questions on the forum and at tournaments.

We can't teach the entire game from the card text alone. Following this logic we should also explain what every keyword on a card in the special ability box, like the reminder text on MTG. This is not a direction Redemption is headed. At a certain point player will need to learn card types and keywords.

I’m not advocating teaching the entire game on text alone. Adding Covenant or Curse to the card doesn’t have to be done on every card for every future set. It could, however, be done on this set only since this is the first set that the change is being made, especially with the snake icon for Curses being changed to a grail symbol, which all of us experienced players aren’t used to. It is for clarification for new (and perhaps some seasoned) players and would serve as a reminder in general as it will help reinforce the change our brains have to make with how these two cards types look now.

Sometimes I feel the elders are so concerned and afraid to add just a little clarifying text that it’s a knee-jerk reaction to automatically write off any such suggestion to it when it could greatly benefit players, especially newer players (who I keep in mind with this game). Many questions that are asked on the forum could have been prevented by adding even one or two words to cards. There’s already way too many rules, keywords, abilities, etc to remember, so adding one small reminder word about the card type (especially when those cards have looked one way for well over 10 years) won’t hurt anything but will only help.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Watchman on April 19, 2018, 07:11:38 AM
For TC enhancements I can understand (somewhat), but has anyone ever been confused about the DAC who are Warrior Class?

I’ve always understood the character to be WC by either alignment. I think it’s intuitive in the case of WC characters because the player understands he’s a warrior no matter his alignment. So I could go with an exception for WC symbol being on one side only. However, TC is different because of the precendent set with Fifth Seal and other similar cards in which TC symbol applies to one side or the other, or both sides. Because of this, and for uniformity, I only suggested adding WC symbol to both sides.

Something to think about is a future dual alignment character who is WC and TC. How will this look and will it be recognizable that the TC applies to both alignments? Food for thought concerning this debate about adding symbols to both sides.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: sepjazzwarrior on April 19, 2018, 07:15:33 AM
I know we don't like to Errata cards but wouldn't it be possible to just make it so that the symbols do not apply to the whole card and only to the alignment they are put under and just Errata the four cards to make them fully warrior class and then in future printings add the symbol to both sides? I think that would be better for the game in the long run because we will eventually want to have characters that are warrior class on one side territory class on the other and with an x equals ability in the middle and there will be no room to make such cards
Title: Re: Card Design Changes to Some Dual Card Types
Post by: kariusvega on April 19, 2018, 07:18:42 AM
After sleeping on it and considering veteran and new players alike:

It seems very counter intuitive to change a foundational and years in print Curse icon.. It's an established card type. Probably best to keep it for consistency. It's easier to explain a curse based on the icon at this point than "they decided to change it after a while". I understand it may seem more streamlined to have them with grail icons, but they are already a well established card type..
Ps
"Covenant of" is significant title text.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: thejambi on April 19, 2018, 07:23:28 AM
If you want the icon only once to apply to both sides, it should be moved to be at the bottom of the artwork instead (or otherwise not clearly attached to one side only). But that doesn't sound as good as putting it on both sides and shrinking it when there's two. I'd hate to see confusion being added to the game.

I'm someone who's interested in the game and wants to have time to learn/play, but seeing stuff like this makes me wonder if I should try to cancel the pre-order I made. Just want to honestly say that so you can hear it from a perspective like mine. Let me know if you have any questions for a person interested/new to the game if that would ever be helpful.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Xonathan on April 19, 2018, 07:26:55 AM
After sleeping on it and considering veteran and new players alike:

It seems very counter intuitive to change a foundational and years in print Curse icon.. It's an established card type. Probably best to keep it for consistency. It's easier to explain a curse based on the icon at this point than "they decided to change it after a while". I understand it may seem more streamlined to have them with grail icons, but they are already a well established card type..
Ps
"Covenant of" is significant title text.

I agree with JD here. It would be cool to have covenants have there own icons (like curses) and have good alignment no matter how there played, and visa versa with curses.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: kariusvega on April 19, 2018, 07:45:52 AM
After sleeping on it and considering veteran and new players alike:

It seems very counter intuitive to change a foundational and years in print Curse icon.. It's an established card type. Probably best to keep it for consistency. It's easier to explain a curse based on the icon at this point than "they decided to change it after a while". I understand it may seem more streamlined to have them with grail icons, but they are already a well established card type..
Ps
"Covenant of" is significant title text.

I agree with JD here. It would be cool to have covenants have there own icons (like curses) and have good alignment no matter how there played, and visa versa with curses.

They already do. You register exactly what a covenant is by the orientation of the symbol in the box or the card text which says "covenant of" Curses are the same way and the most concise and comprehensive in print educational documents show this (of which the one sheet in my signature which is on the front page of tlg does as well)

There is also only one covenant and a handful of Curses in the document Gabe posted so they would become new and extreme outliers in a box which includes the previously consistent covenants and curses. I vote consistency here, which is sticking to the establishment.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: jesse on April 19, 2018, 07:53:38 AM
I vote consistency here, which is sticking to the establishment.

I agree. Also something to consider - when holding cards in your hand during a game, it's the left side you can see (except for the top card, obviously).
Title: Re: Card Design Changes to Some Dual Card Types
Post by: NathanW on April 19, 2018, 09:28:10 AM
After sleeping on it and considering veteran and new players alike:

It seems very counter intuitive to change a foundational and years in print Curse icon.. It's an established card type. Probably best to keep it for consistency. It's easier to explain a curse based on the icon at this point than "they decided to change it after a while". I understand it may seem more streamlined to have them with grail icons, but they are already a well established card type..
Ps
"Covenant of" is significant title text.

I agree with JD here. It would be cool to have covenants have there own icons (like curses) and have good alignment no matter how there played, and visa versa with curses.

They already do. You register exactly what a covenant is by the orientation of the symbol in the box or the card text which says "covenant of" Curses are the same way and the most concise and comprehensive in print educational documents show this (of which the one sheet in my signature which is on the front page of tlg does as well)

There is also only one covenant and a handful of Curses in the document Gabe posted so they would become new and extreme outliers in a box which includes the previously consistent covenants and curses. I vote consistency here, which is sticking to the establishment.

I thought it would be very unlikely that covenants and curses would be changed because the number of new ones amounted to a to a 10% increase (there are currently 51 curses/covenants and 5 being added) compared to 21 Dual Alignment Enhancements being added to the existing 29 (a 72% increase). I wouldn't be the right person to explain why curses and covenants were changed now but I assume it had something to do with consistency going forward with dual alignment cards generally. IMO it is not hard at all to remember what a curse/covenant is the same as what a city is. I think in the long run it makes sense to split them now. Yes, they might be outliers in the view of just previous coves/curses but how much more would coves/curses be outliers when considering all dual alignment/split box cards in the future? I could really go either way with my opinion, personally, I think coves and curses could also stay the same with the boxes on one side mostly because the box is twice as wide. I would be all for changing the snake to the artifact symbol either way, however.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Xonathan on April 19, 2018, 09:32:26 AM
To me I liked the fact that curses had their own symbol because they reflected an evil alignment (usually because the ability empowers your defense). I didn't like that they were neutral as artifacts. That caused confusion for me. If the change in the symbols happens then it makes sense because they are viewed as neutral as artifacts.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: kariusvega on April 19, 2018, 09:36:46 AM
After sleeping on it and considering veteran and new players alike:

It seems very counter intuitive to change a foundational and years in print Curse icon.. It's an established card type. Probably best to keep it for consistency. It's easier to explain a curse based on the icon at this point than "they decided to change it after a while". I understand it may seem more streamlined to have them with grail icons, but they are already a well established card type..
Ps
"Covenant of" is significant title text.

I agree with JD here. It would be cool to have covenants have there own icons (like curses) and have good alignment no matter how there played, and visa versa with curses.

They already do. You register exactly what a covenant is by the orientation of the symbol in the box or the card text which says "covenant of" Curses are the same way and the most concise and comprehensive in print educational documents show this (of which the one sheet in my signature which is on the front page of tlg does as well)

There is also only one covenant and a handful of Curses in the document Gabe posted so they would become new and extreme outliers in a box which includes the previously consistent covenants and curses. I vote consistency here, which is sticking to the establishment.

I thought it would be very unlikely that covenants and curses would be changed because the number of new ones amounted to a to a 10% increase (there are currently 51 curses/covenants and 5 being added) compared to 21 Dual Alignment Enhancements being added to the existing 29 (a 72% increase). I wouldn't be the right person to explain why curses and covenants were changed now but I assume it had something to do with consistency going forward with dual alignment cards generally. IMO it is not hard at all to remember what a curse/covenant is the same as what a city is. I think in the long run it makes sense to split them now. Yes, they might be outliers in the view of just previous coves/curses but how much more would coves/curses be outliers when considering all dual alignment/split box cards in the future? I could really go either way with my opinion, personally, I think coves and curses could also stay the same with the boxes on one side mostly because the box is twice as wide. I would be all for changing the snake to the artifact symbol either way, however.

You could make the same argument with any icon..

Lamb is a good dom
Reaper is a evil dom
Snake is a curse

Removing these removes their unique identifications, especially without identifiers. Consistency generates intuition. We need that across the board and to remain fixed to printed material..

Taking the text off of an image increases clarity. Removing the icon distinguishing an established card type is just confusing.

Covenants were good, curses were evil until the latest reg. This is honestly a relatively arbitrary rule change that people have mixed feelings on.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Gabe on April 19, 2018, 09:53:13 AM
There's a lot of misinformation and skewed facts in this thread...
Title: Re: Card Design Changes to Some Dual Card Types
Post by: kariusvega on April 19, 2018, 10:00:49 AM
There's a lot of misinformation and skewed facts in this thread...

Fall of Man in the document posted looks like an evil enhancement or an artifact..

Nothing on the card immediately indicates to me it is a curse, which I only know from its previous version. All I'm saying is keep the snake icon and some way to continue to indicate a covenant is a covenant due to the actual icon used to indicate covenants is now being proposed to change, along with the actual icon indicating a curse removed..
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Gabe on April 19, 2018, 10:06:06 AM
That’s not a skewed fact or misinformation, it’s your opinion which we want to hear. But repeating it again isn’t necessary and doesn’t make us hear it more.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: kariusvega on April 19, 2018, 10:10:34 AM
That’s not a skewed fact or misinformation, it’s your opinion which we want to hear. But repeating it again isn’t necessary and doesn’t make us hear it more.

Is there anything besides the assumption that new players and old would know curses are an evil enhancement or artifact that would immediately indicate to them the proposed FoM curses are a curse?
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Kevinthedude on April 19, 2018, 10:11:10 AM
There's a lot of misinformation and skewed facts in this thread...

Fall of Man in the document posted looks like an evil enhancement or an artifact..

Nothing on the card immediately indicates to me it is a curse, which I only know from its previous version. All I'm saying is keep the snake icon and some way to continue to indicate a covenant is a covenant due to the actual icon used to indicate covenants is now being proposed to change, along with the actual icon indicating a curse removed..

There’s no specific icon for cities either, it simply has to be learned that a DAC with a fort and a site is a city. Learning that a curse is a DAC with an EE and artifact is exactly the same.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: kariusvega on April 19, 2018, 10:13:59 AM
There's a lot of misinformation and skewed facts in this thread...

Fall of Man in the document posted looks like an evil enhancement or an artifact..

Nothing on the card immediately indicates to me it is a curse, which I only know from its previous version. All I'm saying is keep the snake icon and some way to continue to indicate a covenant is a covenant due to the actual icon used to indicate covenants is now being proposed to change, along with the actual icon indicating a curse removed..

There’s no specific icon for cities either, it simply has to be learned that a DAC with a fort and a site is a city. Learning that a curse is a DAC with an EE and artifact is exactly the same.

Cities are old things with a new way to combine them. Curses are an old thing that isn't broken and don't need fixing by removing a fixture

Speaking of cities, since that does fall into this discussion.. They probably do need an identifier.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Kevinthedude on April 19, 2018, 10:17:19 AM
There's a lot of misinformation and skewed facts in this thread...

Fall of Man in the document posted looks like an evil enhancement or an artifact..

Nothing on the card immediately indicates to me it is a curse, which I only know from its previous version. All I'm saying is keep the snake icon and some way to continue to indicate a covenant is a covenant due to the actual icon used to indicate covenants is now being proposed to change, along with the actual icon indicating a curse removed..

There’s no specific icon for cities either, it simply has to be learned that a DAC with a fort and a site is a city. Learning that a curse is a DAC with an EE and artifact is exactly the same.

Cities are old things with a new way to combine them. Curses are an old thing that isn't broken and don't need fixing by removing a fixture

Cities just as much of a card type as curses are. The reason curses were changed is for standardization. It’s part of making the game better.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: kariusvega on April 19, 2018, 10:18:33 AM
Cities don't have an icon which has been used for over a decade. They don't even have an identifier
Title: Re: Card Design Changes to Some Dual Card Types
Post by: The Guardian on April 19, 2018, 10:31:54 AM
I'm just going to say that I'm incredibly disappointed. Between Tuesday and yesterday we had 6 amazing cards spoiled (Daniel and JD's winner cards plus the remaining 4 that hadn't been shown yet), and while there was some discussion on a couple of those, this thread about a game detail (icons applying to the whole card) that literally takes 5 seconds to explain to a new player has been what everyone wants to talk about, and oh my gosh, if a change isn't made then it's going to be the end of the world.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Gabe on April 19, 2018, 10:35:37 AM
I'm just going to say that I'm incredibly disappointed. Between Tuesday and yesterday we had 6 amazing cards spoiled (Daniel and JD's winner cards plus the remaining 4 that hadn't been shown yet), and while there was some discussion on a couple of those, this thread about a game detail (icons applying to the whole card) that literally takes 5 seconds to explain to a new player has been what everyone wants to talk about, and oh my gosh, if a change isn't made then it's going to be the end of the world.

+1

 :-\
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Kevinthedude on April 19, 2018, 10:36:21 AM
Cities don't have an icon which has been used for over a decade. They don't even have an identifier

Both Citites and Curses don’t actually do anything now. They’re simply names used for other cards to reference a specific kind of DAC. What curses used to be doesn’t really matter. TPTB decided this is a better way of organizing things and I agree.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: kariusvega on April 19, 2018, 10:41:46 AM
Obviously this has been interpreted to be blown out of proportion. I don't have control over how you emotionally react to my responses regarding a miniscule game change I disagree with.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Xonathan on April 19, 2018, 10:46:00 AM
We all want what is best for the game especially for kids and new players. We all have different ways of seeing that realized and I think its probably important to take a step back here see that.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: EmJayBee83 on April 19, 2018, 10:58:36 AM
Unless specified the weapon class icon applies to the whole card just like the territory class symbol
Thank you, that answered my question.

It will only create unnecessary confusion and continual questions by players on the forum (as seen, yet again, at the top of this thread by embeejay, who is a seasoned player).
Having not played over the past three cycles now, I think this is overstating my experience by a lot. I would be newb-level for anything dealing with recent additions to the game like DAC.

I think Xonathon showed that this is not a major stumbling block. He not only answered my question, but forestalled a question I did not even ask (about territory class) in one easy to understand sentence.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: The Guardian on April 19, 2018, 11:28:03 AM
I'm just going to say that I'm incredibly disappointed. Between Tuesday and yesterday we had 6 amazing cards spoiled (Daniel and JD's winner cards plus the remaining 4 that hadn't been shown yet), and while there was some discussion on a couple of those, this thread about a game detail (icons applying to the whole card) that literally takes 5 seconds to explain to a new player has been what everyone wants to talk about, and oh my gosh, if a change isn't made then it's going to be the end of the world.

I want to make one thing clear, my disappointment and frustration was/is not directed at any one individual or group. If it seemed that way because my post came directly after JD's, that was not the intent, and while I don't want to speak for him, I'm fairly certain the same holds true for Gabe's agreement.

Feedback is good, but when it's framed in such a way where people insist that something must be one way or the other, that is not conducive to finding a good way forward.

I encourage everyone (myself included) to ask themselves "Am I posting because I need to be right or because this issue is something that might actually be detrimental to the game?"

Title: Re: Card Design Changes to Some Dual Card Types
Post by: Xonathan on April 19, 2018, 12:14:31 PM
I wouldn't go to the extreme and believe that anyone here feels that this issue is detrimental to the game or the end of the world. Everyone here has expressed there opinion (and a majority have done so respectfully) on the matter and I don't think anyone is insisting that this rollout is fundamentally wrong or trying to be intellectually superior. We are all processing this change and that processing looks different for each person. Let's just give everyone here a bit of grace here because if this matter was spoken in person, I'm sure it would have been a lot easier to hear the other person's heart and it would not had led to anyone being frustrated. 
Title: Re: Card Design Changes to Some Dual Card Types
Post by: TheHobbit13 on April 19, 2018, 12:26:17 PM
When curses and covenants split you can target them in deck as either type right?
Title: Re: Card Design Changes to Some Dual Card Types
Post by: GreatGray on April 19, 2018, 12:31:03 PM
After reading through the thread, I apologize for the kind of responses my post caused. I could not have possibly imagined what would happen, and I see that there was a lot of frustration. I do love the changes that have been made, and I trust that the Elders and Play-testers are able reason out the changes more than I am able to. Sorry again, and thank you guys so much for all that you do for this game and community!

Sincerely, Nathan L
Title: Re: Card Design Changes to Some Dual Card Types
Post by: The Guardian on April 19, 2018, 12:33:34 PM
When curses and covenants split you can target them in deck as either type right?

Correct, just as before you can target them as an enhancement, artifact or Covenant/Curse. Nothing is changing in that regard.

Title: Re: Card Design Changes to Some Dual Card Types
Post by: thejambi on April 19, 2018, 12:37:08 PM
Have there been dual alignment enhancements with different numbers before this? Or is having each side have different numbers something new because this is now allowing for it?

As for the icons on both sides issue, after looking at the examples of warrior cards where this is already in place, I'm fine with it. I do worry a little about a card that would only have the icon apply to the left side, but hopefully that feeling would go away quick enough after actually seeing one. (Are there any?)
Title: Re: Card Design Changes to Some Dual Card Types
Post by: The Guardian on April 19, 2018, 12:39:51 PM
Have there been dual alignment enhancements with different numbers before this? Or is having each side have different numbers something new because this is now allowing for it?

As for the icons on both sides issue, after looking at the examples of warrior cards where this is already in place, I'm fine with it. I do worry a little about a card that would only have the icon apply to the left side, but hopefully that feeling would go away quick enough after actually seeing one. (Are there any?)

Philosophy promo, which is actually the very first dual-alignment card, has different numbers.

If an icon only applied to the left side, it would say that in the identifier line.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Reth on April 19, 2018, 05:34:53 PM
I must admit I am somewhat disappointed and cannot understand why curses should loose the snake symbol and also shall get the grail!
This is not very intuitive. IMHO fastest recognition is one unique symbol but not the combination of 2 symbols or a written identifier!

While I am a strong advocate of the SA text being taken off of the images I also would vote for having the icons for warrior and territory class being availabe at both sides of DA-Cards! One reason is that I like them being printed on top of the images - the other reason is that this gives a intuitive possibility to get the information at a glance which side of the DA cards has which possibilities. This intuitiv possibility is not given by a written identifier explaining which alignment of the card has which possibilities/has restricted possibilities.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: ArmedKevin117 on April 19, 2018, 06:32:04 PM
Excuse my hasty photo editing, I just wanted to get this proposal out there:

EDIT:
The forum code thinks it's funny to let me see the embedded picture, but no one else.  So here's a link instead:
https://www.dropbox.com/s/u4kdsnugjzxi7hq/Demo.jpg?dl=0 (https://www.dropbox.com/s/u4kdsnugjzxi7hq/Demo.jpg?dl=0)
Title: Re: Card Design Changes to Some Dual Card Types
Post by: NathanW on April 19, 2018, 06:42:42 PM
Excuse my hasty photo editing, I just wanted to get this proposal out there:

(https://photos-3.dropbox.com/t/2/AAC_hXxOrWiuJdmq-r_t4QBRvy9bDZIk1tsHcLoaGJB3eQ/12/140966186/jpeg/32x32/1/_/1/2/Demo.jpg/EI69-2sYuIoEIAIoAg/KU0TRxMhiExOeY8kIzNCy6YNYOYEq7sLQTX-RnLHjeY?size=2048x1536&size_mode=3)

So hasty you forgot the image :P
Title: Re: Card Design Changes to Some Dual Card Types
Post by: ArmedKevin117 on April 19, 2018, 06:57:25 PM
Excuse my hasty photo editing, I just wanted to get this proposal out there:

(https://photos-3.dropbox.com/t/2/AAC_hXxOrWiuJdmq-r_t4QBRvy9bDZIk1tsHcLoaGJB3eQ/12/140966186/jpeg/32x32/1/_/1/2/Demo.jpg/EI69-2sYuIoEIAIoAg/KU0TRxMhiExOeY8kIzNCy6YNYOYEq7sLQTX-RnLHjeY?size=2048x1536&size_mode=3)

So hasty you forgot the image :P

Which is weird, since it shows when I view the thread.  Oh, well.  Link:
https://www.dropbox.com/s/u4kdsnugjzxi7hq/Demo.jpg?dl=0
Title: Re: Card Design Changes to Some Dual Card Types
Post by: YeshuaIsLord on April 19, 2018, 07:18:31 PM
I suggest to distinguish a Curse from a Artifact by doing something similar to the Fortresses (different background for good and evil), split the boxes but keep the snake icon and/or put "Curse" in the identifier consistently

To me it's very odd that cards like "The Serpent's Curse" or "The Fall of Man" show a holy Grail icon (containing the blood of our savior??) despite being a Curse. TBH that's just irritating to me.

Consistency:
1. I just realized that "King Saul" DAC has the Hero icon on the left and the EC icon on the right side and with "King Abijam" it is reversed. I see how "The Roman Jailer" has to have the EC icon on the left side since he defaults to being played as a EC but I suggest deciding on a consistent way of how those boxes will be placed now.
2. Why do people want to split the DAC icon boxes but print WC/TC only on one side? Wouldn't it make sense to split either both or none of them consistently? I suggest splitting both. Why save space on the card for art by printing WC/TC only on one side but then split the DAC icons?
3. If the TC applies to the whole card even if only printed on the left side why was it printed on both sides on "Fifth Seal, Justice Seekers"?
4. Also I don't understand why "Sixth Seal, Terror" has the TC only beneath the EC and has "Character is teritory class" in the identifier. I would assume an EC that has a TC icon beneath it would be TC. Tom e the identifier only makes sense if the TC icon was on the left side but it isn't.
5. I don't understand how "Jehu's sword" becomes stronger as an EE if compared to a GE. I see how different numbers for EE and GE can be a good thing but I suggest keeping them the same if it’s something neutral like a sword.

The conclusion I come to is:
1. The TC icon should be only printed on the side it applies to (hence both if it applies to both) because that's intuitive and easy to explain..
2. If people are concerned about the icons taking up to much space I suggest shrinking them but still printing them on the side they apply to.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: The Guardian on April 19, 2018, 08:38:37 PM
Quote
3. If the TC applies to the whole card even if only printed on the left side why was it printed on both sides on "Fifth Seal, Justice Seekers"?

Most of the other questions you asked have already been answered, but I don't think this one has been addressed.

Fifth Seal/Justice Seekers was the first Enhancement/Character combination to be territory class on both sides. The decision was made to put TC on both sides because the two sides were actually different card types. This likely would have been done again if another card was made like this (for example, if the new card "Hope" had been both TC as GE and Hero).
Title: Re: Card Design Changes to Some Dual Card Types
Post by: redemption collector 777 on April 19, 2018, 09:21:34 PM
I suggest to distinguish a Curse from a Artifact by doing something similar to the Fortresses (different background for good and evil), split the boxes but keep the snake icon and/or put "Curse" in the identifier consistently

To me it's very odd that cards like "The Serpent's Curse" or "The Fall of Man" show a holy Grail icon (containing the blood of our savior??) despite being a Curse. TBH that's just irritating to me.

Consistency:
1. I just realized that "King Saul" DAC has the Hero icon on the left and the EC icon on the right side and with "King Abijam" it is reversed. I see how "The Roman Jailer" has to have the EC icon on the left side since he defaults to being played as a EC but I suggest deciding on a consistent way of how those boxes will be placed now.
2. Why do people want to split the DAC icon boxes but print WC/TC only on one side? Wouldn't it make sense to split either both or none of them consistently? I suggest splitting both. Why save space on the card for art by printing WC/TC only on one side but then split the DAC icons?
3. If the TC applies to the whole card even if only printed on the left side why was it printed on both sides on "Fifth Seal, Justice Seekers"?
4. Also I don't understand why "Sixth Seal, Terror" has the TC only beneath the EC and has "Character is teritory class" in the identifier. I would assume an EC that has a TC icon beneath it would be TC. Tom e the identifier only makes sense if the TC icon was on the left side but it isn't.
5. I don't understand how "Jehu's sword" becomes stronger as an EE if compared to a GE. I see how different numbers for EE and GE can be a good thing but I suggest keeping them the same if it’s something neutral like a sword.

The conclusion I come to is:
1. The TC icon should be only printed on the side it applies to (hence both if it applies to both) because that's intuitive and easy to explain..
2. If people are concerned about the icons taking up to much space I suggest shrinking them but still printing them on the side they apply to.


Actually come to think of it after reading a few of peoples posts ,I have completely changed my mind about the Curse cards having the artifact icon on them.  I very strongly disagree with the idea of having the Curse cards as artifact icons on them. (The covenant cards I have no issues with)

I think the curse cards should keep the snake icon on them instead of the artifact icon.


I don't see any problems with that.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Kevinthedude on April 19, 2018, 09:30:02 PM
A question to those defending the Curse icon: Why do you want one type of named DAC to have a unique icon while the other two named DAC's (Covenants and Cities) do not? Making the game more consistent has been a huge focus lately and has been the source of several improvements. Do you have any arguments for the icon other than "It's been there a long time"?

For new players it's strictly better and for old players it still has upsides such as a reminder that Curses are no longer evil in Artifact form.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: YeshuaIsLord on April 19, 2018, 09:32:14 PM
Most of the other questions you asked have already been answered, but I don't think this one has been addressed.
I'm not aware of that. Please help me out if you know the threads where those things have been mentioned.
Thanks
Title: Re: Card Design Changes to Some Dual Card Types
Post by: The Guardian on April 19, 2018, 09:37:07 PM
This thread.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: jesse on April 19, 2018, 10:01:37 PM
A question to those defending the Curse icon: Why do you want one type of named DAC to have a unique icon while the other two named DAC's (Covenants and Cities) do not? Making the game more consistent has been a huge focus lately and has been the source of several improvements. Do you have any arguments for the icon other than "It's been there a long time"?

For new players it's strictly better and for old players it still has upsides such as a reminder that Curses are no longer evil in Artifact form.

I agree that it makes more sense for there to be consistency regarding Curses, Covenants, and Cities...it's just that curses have been around so long that they feel established and I'm not aware of them ever being a stumbling block to new players. They've always just been one more card type to learn. But now if it's changed, new players will have to know the old and new versions of curses, which seems more likely to be confusing imo. I'm really fine either way, though- definitely not a huge deal.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Daniel on April 19, 2018, 10:32:48 PM
Excuse my hasty photo editing, I just wanted to get this proposal out there:

(https://photos-3.dropbox.com/t/2/AAC_hXxOrWiuJdmq-r_t4QBRvy9bDZIk1tsHcLoaGJB3eQ/12/140966186/jpeg/32x32/1/_/1/2/Demo.jpg/EI69-2sYuIoEIAIoAg/KU0TRxMhiExOeY8kIzNCy6YNYOYEq7sLQTX-RnLHjeY?size=2048x1536&size_mode=3)

 ???
Title: Re: Card Design Changes to Some Dual Card Types
Post by: ArmedKevin117 on April 19, 2018, 10:45:12 PM
Excuse my hasty photo editing, I just wanted to get this proposal out there:

(https://photos-3.dropbox.com/t/2/AAC_hXxOrWiuJdmq-r_t4QBRvy9bDZIk1tsHcLoaGJB3eQ/12/140966186/jpeg/32x32/1/_/1/2/Demo.jpg/EI69-2sYuIoEIAIoAg/KU0TRxMhiExOeY8kIzNCy6YNYOYEq7sLQTX-RnLHjeY?size=2048x1536&size_mode=3)

 ???

Yes, yes, I know.  Original post updated, and here's a link:
https://www.dropbox.com/s/u4kdsnugjzxi7hq/Demo.jpg?dl=0 (https://www.dropbox.com/s/u4kdsnugjzxi7hq/Demo.jpg?dl=0)
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Reth on April 20, 2018, 01:35:39 AM
A question to those defending the Curse icon: Why do you want one type of named DAC to have a unique icon while the other two named DAC's (Covenants and Cities) do not? Making the game more consistent has been a huge focus lately and has been the source of several improvements. Do you have any arguments for the icon other than "It's been there a long time"?
Please see my post above. For me here consistency is not the main reason but the topic of getting an idea about what the card's type is when just having a quick glance at it (e.g. when scanning through a deck). Today I am able to identify at first glance whether a card is an artifact, a covenant or a curse.

When it comes to consistency everybody has/might have a different point of view of what consistency means - which is normal and perfectly fine.
For me it looks as if current attempts are a little in excess of getting this goal. For example while brigade icons are split the ones of TC and weapon are combined - for me constency would be having both placed on either side of DA cards which in turn has another benefit (as explained for curses and in my previous thread): Everybody can immediatelly see whether TC and weapon applies for both sides without start reading small identifier lines!

Currently it seems we're starting to move a lot of things into the identifier (e.g. exceptions for TC / weapon) where we might soon get the same space problems we try to avoid at other places ...
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Kor on April 20, 2018, 08:05:47 AM
Honestly it always seemed weird to me that curses had the half snake icon instead of a grail, and the more I think about this redesign, the more I think I like it.  I do think it would be nice to have identifiers for these however.  Of course, they aren't strictly necessary, but it would still be nice to have there as a reminder.   
Title: Re: Card Design Changes to Some Dual Card Types
Post by: The Guardian on April 20, 2018, 12:43:43 PM
A question to those defending the Curse icon: Why do you want one type of named DAC to have a unique icon while the other two named DAC's (Covenants and Cities) do not? Making the game more consistent has been a huge focus lately and has been the source of several improvements. Do you have any arguments for the icon other than "It's been there a long time"?

For new players it's strictly better and for old players it still has upsides such as a reminder that Curses are no longer evil in Artifact form.

The main reason I am a proponent of keeping the snake icon is the potential for confusion among both old and new players. If we were to go with the skull/grail combo, yes it's consistent with other card types, but it's not consistent with current Curses. As a result, new players are still going to need to learn what the snake icon means. (Even if set rotation happened someday, we still have several Curses with the snake on the current card face.)
Current players may also have some confusion. Back in the day one of the most commonly asked ruling questions was about the Goshen, Kingdoms of the World and Potter's Field "sites" being able to hold Lost Souls--so common in fact, that the question was added to the FAQ. Even after new versions of those cards were released with the proper Fortress icon, the question still came up. Even today, a new player who pulled a Warriors Goshen (say from a Persecuted Church pack) would likely assume he could use that as a Site access card.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Gabe on April 20, 2018, 12:55:37 PM
New players are still going to need to learn what the snake icon means. (Even if set rotation happened someday, we still have several Curses with the snake on the current card face.)

With print on demand, future print runs of EC, PC, CoW and RoJ can have "corrected" images to align with our final decision. That means that in the future, new players will open cards that match the exact style of the new cards, be it split, grail, snake, icons on both sides or only one side.

New players will definitely have to be told at some point what the snake icon means regardless of which direction we go. There's no avoiding that since we have cards in circulation with that icon.

I/J is a great teaching tool and purposefully omits card types (icons) not necessary to learn the game. As a result Artifacts, Sites, Fortress, Covenants and Curses all have to be explained to players later. I've had many kids that were confused by the "Site" icon on the original Fortresses (which they find in my massive 'free box'), the snake icon on Curses and had multiple questions about whether the "shield" on Abijam, Saul and Joab applies to both sides. From comments I read earlier it seems that probably comes as a surprise to some of you, but it's not uncommon for new and casual players to be confused by these things. But they are all very simple questions to answer and always quickly and easily understood once explained.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: NathanW on April 20, 2018, 01:00:48 PM
A question to those defending the Curse icon: Why do you want one type of named DAC to have a unique icon while the other two named DAC's (Covenants and Cities) do not? Making the game more consistent has been a huge focus lately and has been the source of several improvements. Do you have any arguments for the icon other than "It's been there a long time"?

For new players it's strictly better and for old players it still has upsides such as a reminder that Curses are no longer evil in Artifact form.

The main reason I am a proponent of keeping the snake icon is the potential for confusion among both old and new players. If we were to go with the skull/grail combo, yes it's consistent with other card types, but it's not consistent with current Curses. As a result, new players are still going to need to learn what the snake icon means. (Even if set rotation happened someday, we still have several Curses with the snake on the current card face.)
Current players may also have some confusion. Back in the day one of the most commonly asked ruling questions was about the Goshen, Kingdoms of the World and Potter's Field "sites" being able to hold Lost Souls--so common in fact, that the question was added to the FAQ. Even after new versions of those cards were released with the proper Fortress icon, the question still came up. Even today, a new player who pulled a Warriors Goshen (say from a Persecuted Church pack) would likely assume he could use that as a Site access card.

 +1

After thinking about Curses specifically some more and staring at the EE + grail my opinion is the same as The Guardian. The only change I could see being good for curses and artifacts at this point is simply the splitting of the boxes. If it is deemed necessary curses can have their icon changed in the future fairly easily. (compared to splitting Dual Alignment Enhancements in the future). If the decision is to keep the grail icon it would also be my opinion that similar to the priests set (which introduced curses) the new curse layout cards are printed with "curse" in the identifier for at least this set.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Master Q on April 20, 2018, 01:41:30 PM
Did Fall of Man curse purposely lose its Genesis 3 curse activation identifier? Also, the artist is listed as "Artist Unknown" on that.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Gabe on April 20, 2018, 01:51:23 PM
Did Fall of Man curse purposely lose its Genesis 3 curse activation identifier? Also, the artist is listed as "Artist Unknown" on that.

Unintentional from rebuilding the card with the changes. Thank you for catching those!
Title: Re: Card Design Changes to Some Dual Card Types
Post by: egilkinc on April 21, 2018, 12:04:58 AM
To me it's very odd that cards like "The Serpent's Curse" or "The Fall of Man" show a holy Grail icon (containing the blood of our savior??) despite being a Curse. TBH that's just irritating to me.

I agree and think this is a good point. Surely there's a better artifact icon out there that would identify Artifacts, Covenants, & Curses as a neutral Biblical item.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Daniel on April 21, 2018, 02:44:21 AM
To me it's very odd that cards like "The Serpent's Curse" or "The Fall of Man" show a holy Grail icon (containing the blood of our savior??) despite being a Curse. TBH that's just irritating to me.

I agree and think this is a good point. Surely there's a better artifact icon out there that would identify Artifacts, Covenants, & Curses as a neutral Biblical item.

The artifact symbol is depicting a holy grail yes, but artifacts are not good or evil in and of themselves. A curse gets its "evilness" from the fact that it's part evil enhancement. This is a totally unnecessary nitpick, and is akin to saying that Sites must be evil since they are represented by pyramids.

why are redemption players so nitpicky
Title: Re: Card Design Changes to Some Dual Card Types
Post by: egilkinc on April 21, 2018, 09:10:47 AM
The artifact symbol is depicting a holy grail yes, but artifacts are not good or evil in and of themselves. A curse gets its "evilness" from the fact that it's part evil enhancement. This is a totally unnecessary nitpick, and is akin to saying that Sites must be evil since they are represented by pyramids.

I must disagree on theological grounds. The Holy Grail has traditionally been viewed of as heroic. In fact, it has been documented that the quest for the grail is not "archeology", it's a race against evil. And consider Guy de Lobard who thought so positively of it, he already had one!
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Noah on April 21, 2018, 09:20:31 AM
Based on how DAC's have evolved over the years, I'm beginning to understand why it is helpful and consistent to emphasize that the "artifact" side of a curse/covenant is neutral, even though it's been the other way for so long.

A compromise might be to create a new "dove" icon which, along with the current "snake" icon, could be imposed over the backdrop of the "grail" icon. That way all three cards would share the woody/velvety background denoting that they are in the artifact pile, but they retain/gain something to more clearly identify their card type.

The "snake" icon for a curse always made sense to me, but I never understood why a covenant would have a "grail" icon when very few if any covenants where physical things similar to the dictionary definition of an artifact. Because "snakes" and "grails" have peacefully coexisted in the artifact pile for well over a decade, I see no reason why this option wouldn't be possibility.

The artifact symbol is depicting a holy grail yes, but artifacts are not good or evil in and of themselves. A curse gets its "evilness" from the fact that it's part evil enhancement. This is a totally unnecessary nitpick, and is akin to saying that Sites must be evil since they are represented by pyramids.

I must disagree on theological grounds. The Holy Grail has traditionally been viewed of as heroic. In fact, it has been documented that the quest for the grail is not "archeology", it's a race against evil. And consider Guy de Lobard who thought so positively of it, he already had one!

I must disagree on grammatical grounds. Daniel never said that The Holy Grail was "neutral" or "evil", I understood him to use the term "artifacts" to refer to the card type, not the literal piece of antiquity.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: sepjazzwarrior on April 21, 2018, 09:49:17 AM
I like the fact that Covenant are now considered neutral and played as artifacts. Is more in line with how other DA cards are played so I like splitting up the boxes and removing the serpent for curses. I do wish we would put warrior class and territory class symbols on both sides for clarity. It is clear and leaves more identifier space.  Clarity is more important than the picture
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Daniel on April 21, 2018, 12:44:52 PM
The artifact symbol is depicting a holy grail yes, but artifacts are not good or evil in and of themselves. A curse gets its "evilness" from the fact that it's part evil enhancement. This is a totally unnecessary nitpick, and is akin to saying that Sites must be evil since they are represented by pyramids.

I must disagree on theological grounds. The Holy Grail has traditionally been viewed of as heroic. In fact, it has been documented that the quest for the grail is not "archeology", it's a race against evil. And consider Guy de Lobard who thought so positively of it, he already had one!

I wasn’t aware that Indiana Jones counts as “theological grounds.”
Title: Re: Card Design Changes to Some Dual Card Types
Post by: YeshuaIsLord on April 21, 2018, 05:29:36 PM
The artifact symbol is depicting a holy grail yes, but artifacts are not good or evil in and of themselves. A curse gets its "evilness" from the fact that it's part evil enhancement. This is a totally unnecessary nitpick, and is akin to saying that Sites must be evil since they are represented by pyramids.

why are redemption players so nitpicky
Ha ha Sites are officially evil now. #IlluminatiConfirmed!
Jokes aside I think paying attention to details can be important because truth matters and when dealing with the bible we do deal with truth so I think that can be potentially good even though I agree we shouldn't be fighting over trivial matters. I think everyone wants what's best for the game and since opinions on what exactly that looks like differ it's not always easy to maintain unity.
I hope I didn't help escalating the whole thing!
Blessings from Germany - love you guys - hopefully we will meet someday soon!
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Reth on April 21, 2018, 05:38:05 PM
Indeed, meeting each other one day would really be great!
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Gabe on April 21, 2018, 07:01:10 PM
First post updated
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Kevinthedude on April 21, 2018, 07:12:43 PM
First post updated

Glad to see that class icons will be appearing on both sides!
Title: Re: Card Design Changes to Some Dual Card Types
Post by: The Guardian on April 21, 2018, 07:35:12 PM
As someone who initially opposed double icons, I think the "doubled & downsized" concept is a great compromise :thumbup:
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Kevinthedude on April 21, 2018, 07:36:33 PM
As someone who initially opposed double icons, I think the "doubled & downsized" concept is a great compromise :thumbup:

Are they supposed to be as far off to the sides as they are in the new pictures?
Title: Re: Card Design Changes to Some Dual Card Types
Post by: The Guardian on April 21, 2018, 07:40:43 PM
Yes, that was intended so that there would be very little chance of them interfering with artwork (i.e. not being able to use a great piece of art because the icon covered something relevant in the image).
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Red Dragon Thorn on April 21, 2018, 07:41:44 PM
Yes. They're left, (or right) justified with the edge of the icon box. We also looked at centering them, both ways look a little odd because we're not used to it, but the left justified looks slightly better and exposes more art which was our goal
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Gabe on April 21, 2018, 07:51:45 PM
At first I didn’t see the need to downsize the icons. Even with them downsized I preferred them centered. But the decision was to downsize and move them to the outside edges. Somewhere in the process of updating 57 cards last night the change grew on me and I really like it now!

Give it some time. Maybe it’ll grow on you too.  :thumbup:
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Daniel on April 21, 2018, 07:53:52 PM
Doubled and downsized - love it.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: thejambi on April 21, 2018, 08:00:35 PM
The smaller icons look good, and much of the time may have less interference with the art - so that's a win, too! Some of the updated cards may need the icon added to the other side, if I'm understanding things correctly. For example, Death in the Family. Is that right? If so, I can look through them all and see if I find any more.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: adevine on April 21, 2018, 08:03:21 PM
At first I didn’t see the need to downsize the icons. Even with them downsized I preferred them centered. But the decision was to downsize and move them to the outside edges. Somewhere in the process of updating 57 cards last night the change grew on me and I really like it now!

Give it some time. Maybe it’ll grow on you too.  :thumbup:

+1
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Gabe on April 21, 2018, 08:08:22 PM
Some of the updated cards may need the icon added to the other side, if I'm understanding things correctly. For example, Death in the Family. Is that right? If so, I can look through them all and see if I find any more.

This is exactly the type of thing I hope that people will see and point out! It's the main reason I've shared these google document proofs with the public (they're usually only for the elder team and those helping us).

In the example of Death of Family, what benefit is there to making the evil side territory class? Since it only discards male Heroes in battle and withdraws all female Heroes it technically does nothing when played outside of battle. It was worded this way before these changes to ensure only the good side worked as territory class. If we'd made these changes earlier in the set design it's possible the evil side would do something completely different!

Thank you and please don't hesitate to ask about any others like this.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: thejambi on April 21, 2018, 08:15:43 PM
Some of the updated cards may need the icon added to the other side, if I'm understanding things correctly. For example, Death in the Family. Is that right? If so, I can look through them all and see if I find any more.

This is exactly the type of thing I hope that people will see and point out! It's the main reason I've shared these google document proofs with the public (they're usually only for the elder team and those helping us).

In the example of Death of Family, what benefit is there to making the evil side territory class? Since it only discards male Heroes in battle and withdraws all female Heroes it technically does nothing when played outside of battle. It was worded this way before these changes to ensure only the good side worked as territory class. If we'd made these changes earlier in the set design it's possible the evil side would do something completely different!

Thank you and please don't hesitate to ask about any others like this.

Can territory class enhancements be played in territory during battle?
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Gabe on April 21, 2018, 08:25:58 PM
Can territory class enhancements be played in territory during battle?

No, sir. The symbol allows them to be played during your preparation and discard phases. During battle Enhancements are played according to the rules of initiative.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: thejambi on April 21, 2018, 08:30:11 PM
Can territory class enhancements be played in territory during battle?

No, sir. The symbol allows them to be played during your preparation and discard phases. During battle Enhancements are played according to the rules of initiative.

I'll make a note of that for abilities like this when looking through them, then. Because you're right, this wouldn't make sense to have the territory class on that side of the card. Thanks!
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Kor on April 21, 2018, 11:11:14 PM
I like the Pentecost LR slipped in with the revisions... :)
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Gabe on April 21, 2018, 11:24:31 PM
I like the Pentecost LR slipped in with the revisions... :)

I'm glad someone caught it. Technically it was a revision... ::)

Too bad nobody has found the other one!
Title: Re: Card Design Changes to Some Dual Card Types
Post by: goalieking87 on April 21, 2018, 11:32:43 PM
Now it is Captured Ark.

Didn’t see Pentecost when it was up. Will we be using TC symbol for set aside cards now too?  Seems like it would make sense...
Title: Re: Card Design Changes to Some Dual Card Types
Post by: The Guardian on April 21, 2018, 11:36:01 PM
Now it is Captured Ark.

Didn’t see Pentecost when it was up. Will we be using TC symbol for set aside cards now too?  Seems like it would make sense...

Set aside cards that are able to be played in territory, yes. We've been doing that since Early Church.  8)
Title: Re: Card Design Changes to Some Dual Card Types
Post by: goalieking87 on April 21, 2018, 11:36:24 PM
NVM, I found Pentecost too. Different link.

Captured Ark is also spoiled, in the original post link
Title: Re: Card Design Changes to Some Dual Card Types
Post by: goalieking87 on April 21, 2018, 11:37:05 PM
Now it is Captured Ark.

Didn’t see Pentecost when it was up. Will we be using TC symbol for set aside cards now too?  Seems like it would make sense...

Set aside cards that are able to be played in territory, yes. We've been doing that since Early Church.  8)

I guess I don’t use those cards anymore...

Thanks.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Gabe on April 21, 2018, 11:38:28 PM
Will we be using TC symbol for set aside cards now too?  Seems like it would make sense...

All set aside (if intended to benefit your characters) and healing Enhancements have gotten the territory class symbol since it was introduced. There have just been so few that it probably hasn't been noticed. Prayer and Fasting (EC) and Healings in Malta (PC) are a couple examples.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Watchman on April 22, 2018, 08:40:20 AM
If Pentecost and Captured Ark or any more recent LR images have been spoiled could someone point me to the link(s) so I can add them to the FoM thread?

Thanks
Title: Re: Card Design Changes to Some Dual Card Types
Post by: adevine on April 22, 2018, 08:44:02 AM
If Pentecost and Captured Ark or any more recent LR images have been spoiled could someone point me to the link(s) so I can add them to the FoM thread?

Thanks

Yeah i haven't seen them anywhere
Title: Re: Card Design Changes to Some Dual Card Types
Post by: goalieking87 on April 22, 2018, 08:51:16 AM
For your viewing pleasure, here is a google document (https://docs.google.com/document/d/1Zot3OKfmkKoL-wSssBsnpdWhj-x-sdw8HbwCXhEEGMI/edit?usp=sharing) containing the 28 update images.

Icon size changes group 2 (https://docs.google.com/document/d/1K1Hx-9v7dTrQVIY8prf7wISLAZW5htuVl91xUgIF0mo/edit?usp=sharing)


Captured Ark is the last card in the first google doc link.

Pentecost is 2nd to last in the Icon size changes group 2.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: kariusvega on April 22, 2018, 08:55:06 AM
For your viewing pleasure, here is a google document (https://docs.google.com/document/d/1Zot3OKfmkKoL-wSssBsnpdWhj-x-sdw8HbwCXhEEGMI/edit?usp=sharing) containing the 28 update images.

Icon size changes group 2 (https://docs.google.com/document/d/1K1Hx-9v7dTrQVIY8prf7wISLAZW5htuVl91xUgIF0mo/edit?usp=sharing)


Captured Ark is the last card in the first google doc link.

Pentecost is 2nd to last in the Icon size changes group 2.

Gabe updated the links in the original post. LR Pentecost and Captured Ark may be found within them :-)

Looking great! Very pleased with the most updated versions! Once again, thank you to the elder team for listening to the community and sticking to consistency for clarity! :-)

Well done!
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Jeremystair on April 22, 2018, 09:05:27 AM
If Pentecost and Captured Ark or any more recent LR images have been spoiled could someone point me to the link(s) so I can add them to the FoM thread?

Thanks

Here is a Direct link to both images so you can add them to The Fall of Man - Cards and Info Post.

https://i.imgur.com/DvOEHbX.png

Spoiler (hover to show)

https://i.imgur.com/sbEgIsy.png

Spoiler (hover to show)
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Master Q on April 22, 2018, 11:49:38 AM
Not sure I like the smaller TC and WC icons. On the plus, they're on both sides (as I think they should be). On the negative, they're tiny. Comically so. I don't think this would bother me as much if they were centered, but they aren't, so it's more noticeable (to me). I get that that is probably the point, so you don't miss them for their size, but that brings me back to the whole Dual TC of Fifth Seal/Justice Seekers. I thought that looked fine there. As long as the art is centered and is given adequate space I don't see how the additional icons detract much from the aesthetic at all (given that art is secondary to function every time). Perhaps it will grow on me, but for now I think it looks a bit goofy.

I like the look of the snake on the curses now, though I would still push for a counterpart icon for Covenants that isn't the normal Art grail so both classes could retain the uniqueness of "Good" Artifacts vs "Evil" ones. Also, this would help streamline abilities in the future, if, say, you wanted to use a hypothetical Covenant icon in place of the word "Covenant" (as you would be able to use the serpent icon to replace the word "Curse").

Mostly unrelated side note- Should Shifting Blame be worded exactly like Gib Treaty for consistency?
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Gabe on April 22, 2018, 12:21:41 PM
Mostly unrelated side note- Should Shifting Blame be worded exactly like Gib Treaty for consistency?

Yes! Thanks for catching this. In fact I could see the language on Blame Shifting causing questions. I'll consult with the wordsmiths on our team to see which is preferred.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Watchman on April 22, 2018, 01:35:23 PM
Not sure I like the smaller TC and WC icons. On the plus, they're on both sides (as I think they should be). On the negative, they're tiny. Comically so. I don't think this would bother me as much if they were centered, but they aren't, so it's more noticeable (to me). I get that that is probably the point, so you don't miss them for their size, but that brings me back to the whole Dual TC of Fifth Seal/Justice Seekers. I thought that looked fine there. As long as the art is centered and is given adequate space I don't see how the additional icons detract much from the aesthetic at all (given that art is secondary to function every time). Perhaps it will grow on me, but for now I think it looks a bit goofy.

I like the look of the snake on the curses now, though I would still push for a counterpart icon for Covenants that isn't the normal Art grail so both classes could retain the uniqueness of "Good" Artifacts vs "Evil" ones. Also, this would help streamline abilities in the future, if, say, you wanted to use a hypothetical Covenant icon in place of the word "Covenant" (as you would be able to use the serpent icon to replace the word "Curse").

Mostly unrelated side note- Should Shifting Blame be worded exactly like Gib Treaty for consistency?

I agree. The TC symbol is too small and is off centered in Pentecost.

I thought the snake symbol was being replaced with the grail symbol?
Title: Re: Card Design Changes to Some Dual Card Types
Post by: redemption collector 777 on April 22, 2018, 01:48:23 PM
Also agree the TC looks too small and looks too off centered.

 Fifth seal/ Justice seekers with it being territory class on both sides looks okay to me.

 On the other hand , if the TC and warrior class icons sizes can not be changed at this time , it would be nice if they can at least be centered like it was before

I also think if there was a a card someday that had a TC icon and warrior class icon on both sides ( exactly like children of light but on both sides of card) I think it would still look okay.

Title: Re: Card Design Changes to Some Dual Card Types
Post by: The Guardian on April 22, 2018, 01:53:28 PM
It's intentionally off centered to avoid covering artwork as much as possible.

See Gabe's updated first post regarding the snake icon.  :)
Title: Re: Card Design Changes to Some Dual Card Types
Post by: The Guardian on April 22, 2018, 03:24:19 PM
Might only be 10 in this set, but we also have to think about future sets. The less restrictions we have in terms of layout, the easier it is to find free art that works for us.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: egilkinc on April 22, 2018, 03:32:11 PM
I must disagree on theological grounds. The Holy Grail has traditionally been viewed of as heroic. In fact, it has been documented that the quest for the grail is not "archeology", it's a race against evil. And consider Guy de Lobard who thought so positively of it, he already had one!

(https://i.imgur.com/QNYeTqv.png)
The funniest post of the year, and all it gets is two negatives?!?
You've disappointed me internets :-)
Title: Re: Card Design Changes to Some Dual Card Types
Post by: redemption collector 777 on April 22, 2018, 03:35:18 PM
how about the covenants??  Will they have still have the grail icon or will they have a different icon?? (for example instead of a grail . maybe a dove icon instead)

Title: Re: Card Design Changes to Some Dual Card Types
Post by: NathanW on April 22, 2018, 03:37:54 PM
I must disagree on theological grounds. The Holy Grail has traditionally been viewed of as heroic. In fact, it has been documented that the quest for the grail is not "archeology", it's a race against evil. And consider Guy de Lobard who thought so positively of it, he already had one!

(https://i.imgur.com/QNYeTqv.png)
The funniest post of the year, and all it gets is two negatives?!?
You've disappointed me internets :-)

I'm pretty sure the people who -1nd that post took you seriously. When you start with "I must disagree on theological grounds." I think many people here would take what was said after that seriously. There's a time for funny posts but in the middle of a discussion like this isn't always the best time.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: The Guardian on April 22, 2018, 03:40:04 PM
how about the covenants??  Will they have still have the grail icon or will they have a different icon?? (for example instead of a grail . maybe a dove icon instead)



There if no plan to change the Grail icon for Covenants.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: NathanW on April 22, 2018, 03:54:35 PM
how about the covenants??  Will they have still have the grail icon or will they have a different icon?? (for example instead of a grail . maybe a dove icon instead)

There if no plan to change the Grail icon for Covenants.

Could you fix that typo there? it's really annoying me for some reason.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: YeshuaIsLord on April 22, 2018, 04:34:12 PM
#2 - From now forward dual affiliation cards that need the warrior, weapon or territory class icon will use it on all appropriate sides. As part of this change we have downsized the icons and justified them with the outside of the brigade box. As a result, all cards with those icons have been adjusted, not just the ones with icons on both sides.

Please take this opportunity to check out several more of the updated card images, but more importantly help us make sure that these late changes don't result in any errors being sent to the printer.
After skimming the changes I can say this:
1. I'm glad that you're listening to community feedback and think that's really something special and want to say "Thank you". I think I would still prefer the icons being centered but I can see it growing on me too. Dunno just throwing it out there. I feel like if centered they would be more in line with old one's.
2. I think it would be really sad if the Art of the wives of Ham, Shem & Japheths stays like it is now (after the icon resize). The original ones looks gorgeous. When I looked at them I was like "I would have married them too" :'D. Srsly the old one's look so good to me it would be disappointing if they would stay like they are in the revision. Sidenote: Other cards like Hamor and Moab have beautiful artwork too. Also it seems way more appropriate in the way the skin looks (darker than Europeans) which makes more sense in my mind.
3. When looking at The Guardian Cherub I felt like it would make more senses to have WC above TC but I looked it up and you've done it like this in the past so we should stick to that I guess. I wasn't sure if it has always been like this or if it was a mistake.
4. I was wondering if some identifiers are missing. One I found was Pentecost. It's missing the Feast identifier.
5. I noticed that I'm not used to the Curse icons being so big but I think I'll like it once I get used to it. It will help identifying it as a curse much more quickly I guess.
6. I noticed that "Animals Enter the Ark" was changed to "Two by Two". I think the title Two by Two should be saved for a card dealing with evangelism, casting out of demons or discipleship in general. At least that's the association I'm having with Two by Two. I also feel it makes more sense if taking into consideration which verse the card is quoting. Especially since the bible teaches that only the unclean animals were brought into the Ark "Two by Two" the clean ones came in in seven pairs of male and female. (Check out Gen 7:2)
7. I noticed how Lingering in Sodom has very little space for the card title after the split of the icon boxes which keeps growing unto me more and more.
8. To me it makes more sense to switch the numbers of Pillar of Salt since 3 "godly" people were left with -1 but that might be super nitpicky ^^'
9. I was just wondering in general about identifiers why a card get's the identifier "Moabite Giant" and not "Giant, Moabite" (or reversed). That seems to make more sense to me since I think it would allow the card to be targeted by more cards. Also with cards like "The Winged Leopard (RoA)": It states "Male Beast (Demon) Greek" shouldn't that be "Male, Beast, Demon, Greek"? Maybe even first Demon than Beast since Beast seems to be a subset of Demon? I was just wondering how you do the wording of the identifiers. Are Demons considered male generally or did it receive the male reference because of the animal/beast appearance?
10. I think it's beneficial that we won't have to have the words "Covenant of" or "Curse" in the titles anymore even though I would love cards like "Serpent's Curse" to retain their names.
11. I was wondering if "Deceit & Vengeance" should have GE/EE reversed in the current revision?
12. When looking through the DAC Split doc (https://docs.google.com/document/d/1Zot3OKfmkKoL-wSssBsnpdWhj-x-sdw8HbwCXhEEGMI/edit) I was wondering if cards like Gib Treaty, Daughters Grief, Dancing Wives, Death of Family, Jehu's Sword reward different Strength and Toughness purposely or if that should be fixed. Daughters Grief for example has the same SA for each alignment but will reward 4 points fewer as a GE when compared to an EE. That didn't seem to be right except you try to push the values of certain brigades.

I hope that was helpful? Again such a great work on this set! Blessings :)
Title: Re: Card Design Changes to Some Dual Card Types
Post by: The Guardian on April 22, 2018, 05:09:38 PM
Regarding #6, we already have a card called "Sent Two by Two."
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Watchman on April 22, 2018, 05:11:17 PM
It's intentionally off centered to avoid covering artwork as much as possible.

See Gabe's updated first post regarding the snake icon.  :)

I'm sorry but the smaller size symbols, and more specifically the off-setting just does not look right.  I don't see why after all of the other cards using TC and WC symbol covering a very small part of the artwork is being changed to this with the new cards.  It is not consistent with the old symbols and looks like it was a printing error.

Side note, I'm glad the snake symbol is being kept.  I think that's best given consistency with the older curses and is much more recognizable as a curse, even with the icons being split.  :thumbup:
Title: Re: Card Design Changes to Some Dual Card Types
Post by: The Guardian on April 22, 2018, 05:21:31 PM
Quote
I'm sorry but the smaller size symbols, and more specifically the off-setting just does not look right.  I don't see why after all of the other cards using TC and WC symbol covering a very small part of the artwork is being changed to this with the new cards.  It is not consistent with the old symbols and looks like it was a printing error.

Fair enough, personally I think it looks fine, and as more cards are printed it will become the new normal.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Reth on April 22, 2018, 05:35:29 PM
Please take this opportunity to check out several more of the updated card images, but more importantly help us make sure that these late changes don't result in any errors being sent to the printer.

Also from my side a big thank you again to all who invest their time, energy and prayers to push forward the new set and Redemption in general. Incredibly great work! The overall artwork is fantastic! I also really appreciate and enjoy the involvment of the community and the picking up of useful parts and statements.

I am glad that we'll keep the snake for the curses. For me it would be also fine to keep both symbolic icons combined in one as it is the case so far.

But now after the last changes for me the TC icons look far too small - even more compared to the warrior icons! This I'd propose to adjust to get them a little bigger.
Personally I'd like to keep the warrior and TC icons centered since this suits more to my preference.

Maybe one proposal in order to keep possible space problems from the identifier line as long as possible: Instead of writing "Good Enhancement has Unity...", which takes a lot of space, maybe either a symbol can be used (small bible icon) or a shortcut like GE in Lackey.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Watchman on April 22, 2018, 07:23:50 PM
Quote
I'm sorry but the smaller size symbols, and more specifically the off-setting just does not look right.  I don't see why after all of the other cards using TC and WC symbol covering a very small part of the artwork is being changed to this with the new cards.  It is not consistent with the old symbols and looks like it was a printing error.

Fair enough, personally I think it looks fine, and as more cards are printed it will become the new normal.

I’m sure I’ll get used to it too. After looking at current cards I can see how I may be fine with it. We shall see!
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Gabe on April 22, 2018, 07:35:55 PM
At first I didn’t see the need to downsize the icons. Even with them downsized I preferred them centered. But the decision was to downsize and move them to the outside edges. Somewhere in the process of updating 57 cards last night the change grew on me and I really like it now!

Give it some time. Maybe it’ll grow on you too.  :thumbup:
Title: Re: Card Design Changes to Some Dual Card Types
Post by: EmJayBee83 on April 22, 2018, 07:46:07 PM
I am still trying to figure out why Deceit & Vengeance could ever be considered good from a theological standpoint.

Quote from: Psalm 101:7
He who practices deceit shall not dwell within my house; He who speaks falsehood shall not maintain his position before me.

Quote from: 1 Thessalonians 5:15
See that no one repays another with evil for evil, but always seek after that which is good for one another and for all people.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Daniel on April 22, 2018, 08:06:49 PM
I am still trying to figure out why Deceit & Vengeance could ever be considered good from a theological standpoint.

Quote from: Psalm 101:7
He who practices deceit shall not dwell within my house; He who speaks falsehood shall not maintain his position before me.

Quote from: 1 Thessalonians 5:15
See that no one repays another with evil for evil, but always seek after that which is good for one another and for all people.

Deceit = not good
Vengeance = can be good biblically (vengeance is mine says the lord, etc.)
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Master Q on April 22, 2018, 10:32:17 PM
The less restrictions we have in terms of layout, the easier it is to find free art that works for us.

IMO, the restriction comes from not using all of the card space available. And in that regard, I say we should be looking down, not up.

Take, for example, the player cards from FoM. Those are excellent examples of cards that feel more open than most, as most full art cards tend to. If you limit your image to a window, like most cards, then sure, some icons may clutter that window. But, if you remove the window, the clutter is automatically reduced. I know that takes away some of the "special" aspect of certain cards, but I think it would definitely be worth the trade-off (since cards are already marked for rarity).

Now look at the bottom half of the card (any card). If, say, the text box on the bottom were stretched to the border, that would add a decent (not a ton, but decent) amount of space for longer abilities. The texture at the bottom of the player cards would carry over and be the standard for the bottom half, with varying colors to blend/accentuate the art. Now, although that would relegate the art to the top of the card (outside of borderless cards), this gives more room for the meat of the card (longer identifiers, longer abilities). In that vein, the white space along the edge of the card could be trimmed, adding room all around.

In short, by the looks of it, you have a lot of space not being used, and it's more obvious on borderless cards where the text box looks like it could easily be made larger. See this:http://www.cactusforums.com/new-card-ideas/jacob-reprint-(colorful-new-design)/ (http://www.cactusforums.com/new-card-ideas/jacob-reprint-(colorful-new-design)/)

--Don't take any of this the wrong way; the art direction has been the best it's ever been in the last few sets (RoJ especially) as immense leaps forward have been made in this regard. I just think there are other ways to "fix" these kinds of things. Just throwing ideas out there. :2cents:
Title: Re: Card Design Changes to Some Dual Card Types
Post by: thejambi on April 23, 2018, 07:41:29 AM
Since Gabe reiterated his comment about how after getting used to it, the new icons and their placement looks great, then I should say again that I completely agree. Now the old way with them centered feels off to me.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: EmJayBee83 on April 23, 2018, 08:09:07 AM
Vengeance = can be good biblically (vengeance is mine says the lord, etc.)

Quote from: Romans 12:19
Never take your own revenge, beloved, but leave room for the wrath of God, for it is written, “Vengeance is Mine, I will repay,” says the Lord.

On the other hand things turned out so well for Simeon and Levi.  ::)
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Crashfach2002 on April 23, 2018, 12:32:56 PM
So we complain until we get what we want (icons on both sides).  So because that doesn't look like we think it should it, we complain again.  If that changes, others won't like it so they will complain.  Eventually all the complaining will make sure that nothing changes because we are never grateful.  Pick your battles.  Do you want them on both sides and smaller?  Or, do you want them the the way they were.  Not everyone will get what they want, so pick one thing and stick to it.

You actually got two things with the Dual-Alignment being split.  So why not stop while you are ahead and they change everything back!
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Jeremystair on April 23, 2018, 12:40:22 PM
 ;D

Spoiler (hover to show)
Title: Re: Card Design Changes to Some Dual Card Types
Post by: MitchRobStew on April 23, 2018, 06:51:39 PM
Any reason for Avenged to have territory class on the good side?  I mean you could pay the cost without getting the benefit in territory but that doesn't seem very useful. 
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Red Dragon Thorn on April 23, 2018, 07:09:10 PM
Any reason for Avenged to have territory class on the good side?  I mean you could pay the cost without getting the benefit in territory but that doesn't seem very useful. 

Anti-Serpent tool.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Gabe on April 23, 2018, 07:12:32 PM
Any reason for Avenged to have territory class on the good side?  I mean you could pay the cost without getting the benefit in territory but that doesn't seem very useful. 

Anti-Serpent tool.

It also gives you a way to remove a multi-brigade character if you have too many brigades. There are strategic uses. They just won’t be common. But we can remove the TC on the GE if people prefer.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: TheJaylor on April 23, 2018, 09:51:43 PM
Any reason for Avenged to have territory class on the good side?  I mean you could pay the cost without getting the benefit in territory but that doesn't seem very useful. 

Anti-Serpent tool.

It also gives you a way to remove a multi-brigade character if you have too many brigades. There are strategic uses. They just won’t be common. But we can remove the TC on the GE if people prefer.
I vote to keep it.  :D
Title: Re: Card Design Changes to Some Dual Card Types
Post by: thejambi on April 24, 2018, 07:42:17 AM
Are all the swapped numbers purposeful on the updated enhancements? Also, I believe Two By Two was the only one I've seen so far that flipped the numbers on the GE side and kept the original for the EE side.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Gabe on April 24, 2018, 07:53:11 AM
Are all the swapped numbers purposeful on the updated enhancements? Also, I believe Two By Two was the only one I've seen so far that flipped the numbers on the GE side and kept the original for the EE side.

Yes, when we split the icons for DAEs it opened up the freedom to give different stats to each side.
Title: Re: Card Design Changes to Some Dual Card Types
Post by: thejambi on April 24, 2018, 07:55:17 AM
Thanks, Gabe!

The Land Of Redemption article today with all the updated cards images shows Joshua's Spear with the old-style Warrior Class shield icon. Did that one get missed?
Title: Re: Card Design Changes to Some Dual Card Types
Post by: NathanW on April 24, 2018, 08:47:12 AM
Thanks, Gabe!

The Land Of Redemption article today with all the updated cards images shows Joshua's Spear with the old-style Warrior Class shield icon. Did that one get missed?

I can confirm that was not the wrong image. (must be part of the .01%) ;)
Title: Re: Card Design Changes to Some Dual Card Types
Post by: Gabe on April 24, 2018, 09:27:44 AM
Thanks, Gabe!

The Land Of Redemption article today with all the updated cards images shows Joshua's Spear with the old-style Warrior Class shield icon. Did that one get missed?

Thanks for catching that! It was overlooked in the icon update and has been fixed.
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