Rejected Camelot Cards

rejected cardsWhen trying to tune a card game through updates and playtesting there’s a good chance a lot of the cards won’t make the final cut and will be replaced. There are a lot of cards that didn’t make the cut for the final version of Crazier Eights: Camelot. Some of these cards are really perfectly good and interesting, but they might not have been needed for one reason or another. Let’s take a look at some of these cards: Continue reading

Counter-Balance in One Thousand & One Nights

1001 counterbalanceWhen developing every version of Crazier Eights I want to make sure the set of cards is balanced. When you think of a card game’s balance, you might think of the balance of particular cards. Are any of them too strong? That is a concern, but a more important and interesting concern is the balance of the game overall as a whole, which is a bit more difficult to discuss and examine. Still, it is an incredibly important issue, and it is the issue I will focus on here. In particular, I will discuss a bit about how I tried to make sure Crazier Eights: One Thousand & One Nights is balanced through counter-balance. Continue reading

The Historical Development of Crazier Eights (Part 2)

second versionI discussed how I worked on games similar to Crazier Eights for about ten years before I published it as my first official game here. The version of the game I had at that time did not end up being the final version either. Additionally, there also was a lot of playtesting and changes to the game that were not discussed just over that year, and it has continued over the last couple of years. The newest version of the game Crazier Eights: Camelot is based on a version of the game I developed in 2013, and I have been working on it for a few years. There were five main versions of what ended up as Crazier Eights: Camelot, which I will discuss here. Continue reading