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BoardGameGeek» Forums » Board Game Design » Board Game Art and Graphic Design

Subject: Which Card Layout Do You Prefer? rss

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Daniel Bishop
United States
California
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So I am producing a card game that (for the sake of speed) let us say it has almost identical mechanics as Pokemon Cards.

You are a necromancer, you summon undead minions to fight for you, the minions do not attack and defend (like in Magic the Gathering) instead the minions all use abilities which you have to pay for (like in Pokemon Cards). Every minion will have four abilities which makes things pretty tight.

I have one layout which is a pretty obvious rip off of Magic the Gathering for now just at this very early mock-up stage just to feel out the dimensions. And I have one layout in which the minion illustration is to the right and the abilities are on the left, so that when the player is fanning out their cards they can see the abilities more easily and it gives a different perspective on the minion illustration. Let me know your thoughts on each direction please.

(These do not reflect the final product, I will be putting them in the hands of a professional graphic designer once a direction is picked to completely overhaul them).

Thank you for your time!



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Admiral L Squared
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I like the bottom, but that font really needs to be more readable.
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Tina Bushey
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I also would find the second easier to use
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Daniel Bishop
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Thank you for the feedback!

The readability is partly due to me reducing the image quality to make the image file size smaller. But yeah the graphic designer will decide the final font further down the line
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George Monnat Jr
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I third the motion for the 2nd card. My only concern would be fitting all of your art in that aspect ratio.
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Andrew Oborn
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Top is standard design for cards. It has a lot of blank space which is no good. Bottom looks good, especially if the artwork is longer. If you have wide artwork, might cause a problem.
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Everett
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Bottom one is interesting. Just change the font.
 
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Davin Nisser
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The second. I agree that the font should be more readable, at least for the rules text. You might try eliminating the box around the illustration and fading the background to white in that area. It might look more uniform and would give you more room for rules text.
 
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maf man
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the 2nd one is great. Its different from your standard card but didn't loose anything in info, style, or ease of use. The art being portray may take some work to really take advantage of but you could get some very dynamic art working quite well. Also it favors the quick read if your holding the card in a normal splay hand.
You may want to have the action cost symbols above the action rather than on the side to get more horizontal space for the words, or maybe in line with the action's title.
also +1 to having the font legible but it kinda seems like that detail was just lost in uploading or something, but still the more 'normal' the font the better.

That is a very refreshing change and I wish you the best of luck on it as I really hope it catches on.
 
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Daniel Bishop
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Thank you for all the great feedback.

Almost all of the creatures will be humanoid, so I think the tall thin art box will work well in the long run. And I like the advice about losing the box borders so free up a little space. I feel much more confident with the direction now, thank you!
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Derek H
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HaNd_SoLo wrote:
The second. I agree that the font should be more readable, at least for the rules text. You might try eliminating the box around the illustration and fading the background to white in that area. It might look more uniform and would give you more room for rules text.

Could make the image fill the whole card; with the right-side at full saturation and fading to the left. The text could then "float" on that (e.g. a dark-color font with a white edging to offset it).
 
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Joshua Hibbert
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I also prefer the bottom and agree that the typeface needs to be changed.

Any reason why the abilities aren't ordered by their cost?
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Daniel Bishop
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The abilities are generally ordered as:

Physical Attack
Magical Attack
Buff
Debuff

Which makes a little more sense in the larger context of the game.
Although in the second mock-up I actually messed that order up while quickly copy-and-pasting the pieces.
 
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