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ImageID: 368738
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Uploaded: 2008-09-04
Gallery: Creative
Carl de Visser
New Zealand
Lower Hutt
Wellington
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Card. Artist - Josh Cappel. Not Final.
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Carl de Visser
New Zealand
Lower Hutt
Wellington
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Card decks.

Top right indicates the Region.

The number in the bottom right is for (1) ordering the card deck, and (2) indicates how many tokens in the region are required to draw the card.

Governer cards are awarded when the trade route track is complete. It is awarded to the player with the most tokens, ties in favour of the most recently placed token.

The backs are very pretty, but not really seen during play, except for the Slavery card backs. When/if slavery is abolished (when the 5 Mediterranean deck is drawn) each Slavery card becomes a 1 point penalty.

In earlier iterations there were more "mini-games" like the slavery/abolition one. Most didn't really add enough to game play, and were more bolted on than the slavery one, but privateers, Incan gold, the South Sea Bubble, Opium Wars, and revolutions were all represented (and even the Treaty of Nanking, even though a bit late for the period in question). These mini-games were abstracted out for game balance, play-time, elegance and all those important game play things. Some elements do remain in very abstracted form (like the large financial rewards at the end of the South America deck).

Slavery remained as it fit the mechanics well, and was pretty integral to the politics of the era. While taking slaves can provide an advantage in Industry and Finance, there is no requirement to take them, and Abolition can provide a pretty big disincentive (and a very moral take that effect by the one doing the abolition).
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  • Edited Thu Sep 4, 2008 9:53 pm
  • Posted Thu Sep 4, 2008 8:16 am
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Henk Rolleman
Netherlands
Leusden
Utrecht
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Very cool designed!
 
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  • Posted Thu Sep 4, 2008 3:07 pm
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Eric Clark
United States
Holyoke
Massachusetts
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Carl, you're doing an excellent job of making people like me want this game.
 
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  • Posted Thu Sep 4, 2008 7:20 pm
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Jim Cote
United States

Maine
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Gorgeous and functional! Although, I think the color along the left edge of most of the cards is kind of lost; there are too many shades of gray and orange. Maybe its more obvious on the physical card.
 
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  • Posted Thu Sep 4, 2008 7:35 pm
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Jarratt Gray
New Zealand
Upper Hutt
Wellington
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ekted wrote:
Gorgeous and functional! Although, I think the color along the left edge of most of the cards is kind of lost; there are too many shades of gray and orange. Maybe its more obvious on the physical card.


I'm pretty sure those colours relate to the colour of the map on the board. The original prototype had no attempt to help identify and it isn't strictly required. I think the basic patterning is quite nice though, and I'm looking forward to seeing how they look when stacked on the board.
 
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  • Posted Fri Sep 5, 2008 5:28 am
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Josh Cappel
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Toronto
Ontario
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The colour band doesn't serve a significant in-game purpose since the cards are never actually held in your hand; they are arranged onto your Player Board once gathered. I added it to help in ease of sorting before/during/after the game. Sorting through an identically-coloured stack of cards is a real pain. For the colour-blind, we included the region icon and faint region name on each card.

~Josh
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  • Posted Mon Sep 8, 2008 12:22 pm
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Ricardo P.
Brazil
Sao Paulo
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Hmmm...
I like everything else but the cards.
I mean, the backs are beautiful (very nice illos), but although the fronts have nice individual graphics, the composition didn't click for me.
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  • Posted Sun Feb 8, 2009 10:54 pm
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Georg von Lemberg
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Toronto
Ontario
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digitalmorphine wrote:
Hmmm...
I like everything else but the cards.
I mean, the backs are beautiful (very nice illos), but although the fronts have nice individual graphics, the composition didn't click for me.


My thoughts exactly when I saw the cards. Rest of the game is beautiful. but the cards leave me a bit cold.

Oh well, I am almost certain I will be buying this game when I see it nonetheless. Thank goodness, have recently run out of new games that interest me. This one looks like a bug hit for me.
 
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  • Posted Wed Jun 10, 2009 5:19 am
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Spyros Gkiouzepas
Greece
THESSALONIKI
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Very interesting image!

It makes me think how did you find out what symbols to put on each card. Historical facts - playtesting I guess (Doh!) but I would like to know the story behind it.
 
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  • Posted Sat Oct 3, 2009 12:45 pm
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Carl de Visser
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Lower Hutt
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Greeek geek wrote:

Very interesting image!

It makes me think how did you find out what symbols to put on each card. Historical facts - playtesting I guess (Doh!) but I would like to know the story behind it.


In the very early version the cards were all named and all had effects. Far East had a lot of Silk and Spices, so was valuable to money (and there was explicit money as opposed to just a finances track representing economy/liquidity), North America had less valuable goods that could be improved with buildings (like the Cotton Gin). Carribean was loaded with governorships of Islands, being worth political points etc.

The next major change, which had the core structure that survived until the end, and was no longer a four hour game reduced the card decks to 5, and added the rule where presence in an area was needed to draw a card (actually this is an abstraction of taking the action, and sending a token to back from a region to your city to take the card back). The general theme of each deck was converted to track symbols, and each 5 level card had a special effect. North America had Revolution, Far East changed several times over development, Caribbean was Privateers, South America was always finance based in some way, India was East India Company.

Most of these special cards had issues and got turned into straight rewards, but kept the names. Then later the names got dropped.

The rewards on the cards had one major change around for balance, which diluted the theme a little (but may not have been noticed anyway), but the general ideas between what regions have what still has some historical basis, even if it will only be myself and Jarratt that sees it.

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  • Posted Sat Oct 3, 2009 10:06 pm
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