A Realm of Shadows. Part I.

If you’ve been following NSKN Games or the Mistfall universe, or if you are among the backers of our most recent Kickstarter, you already know of the existence of Shadowscape, a game separate from Mistfall and Heart of the Mists, but set in their shared universe. Finally I have the chance to show you a little more of the game and discuss its future, so whether you’re already a fan or just hearing about Shadowscape for the first time, you should be able to find some answers below.

shadowscape_box-3d-2

The Inspirations

Unlike the heavier and more involved Mistfall and Heart of the Mists, Shadowscpe is a lighter, more agile game with a dungeon-crawling theme. Since the first design decisions made, I was aiming at creating a fast-paced experience based on managing one’s tableau and hand of cards, and a healthy dose of tactical movement.

Some of the inspirations thus included games like Dungeon!, Drakon, Cave Troll or the Dungeoneer series. The aim was however not to lift some of the mechanisms, but to create a similar atmosphere and feel, while building a game that would stand out mechanically.

Sample Whisper Cards.
Sample Whisper Cards.

The Flow of Shadowscape

The original idea for Shadowscape was to make a highly competitive game which would see players working to outmanoeuvre each other while racing to be the first to claim objective cards. However, as the Kickstarter project for Heart of the Mists continued, we also developed a fully cooperative option for those who wanted an experience more similar to that of original Mistfall.

Regardless of the mode, on their turn each player chooses two from a set of four double-sided Hero ability cards, in order to move, search rooms, fight monsters or heal. A chosen then flips to its other side, revealing an alternative ability which could be used (and flipped back) next turn. A player can also boost each of their actions using Fate cards from their hand, in order to move further, strike harder or be more vigilant when looking for treasure.

All this is done to meet requirement of Whisper cards – each with its own objective, and each that a player may claim if they meet a set of conditions. In the competitive mode players try to outwit each other and collect as many Whispers as they can for themselves, while when playing cooperatively, they are trying to beat the game clock and claim a certain number of Whispers before their time runs out.

Sample Fate Cards.
Sample Fate Cards.

Fate of Heroes

One of the most important elements of the game is the Fate deck. Each Fate card comes with two icons (each corresponding to an action), two abilities, and a monster symbol. While in a player’s hand, a Fate card can be discarded for one of the symbols in order to boost an action, or it can be played for its ability (one ability is used in the competitive mode, the other when Shadowscape is played cooperatively). The monster symbols are used at the end of each player’s turn, to spawn and move enemies around the dungeon.

Deciding when and how to use Fate cards is crucial in building strong plays. A player’s hand is not replenished automatically, so setting yourself up to fill it with new cards is also an important concern. Learning how to manipulate Fate is thus a key factor in winning (or losing) a game of Shadowscape.

Sample Item Cards.
Sample Item Cards.

Next time…

If you found the above interesting, join me in a week from now, when in Part II I will talk about the lore of Shadowscape (or why Heroes now fight each other), and of the future of Shadowscape as a game.

 

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