I just realised
I haven’t posted anything in weeks! Game is still progressing. Needs more playtesters!! Sadly its getting very busy in the lead up to christmas so this will have to be a 2017 release!
seen from Singapore
seen from United States

seen from United Kingdom
seen from United States
seen from Rwanda
seen from Kazakhstan
seen from Germany
seen from France
seen from Romania

seen from United States
seen from Brazil
seen from Singapore
seen from Thailand

seen from United Arab Emirates
seen from Italy

seen from United States
seen from Türkiye
seen from Malaysia

seen from Thailand
seen from United States
I just realised
I haven’t posted anything in weeks! Game is still progressing. Needs more playtesters!! Sadly its getting very busy in the lead up to christmas so this will have to be a 2017 release!
Printer-friendly cards! These are mostly final designs. Will need a bit of balancing but so far they play well. Introduced a point-based score system to help counter the ‘race-to-the-finish’ mechanic problem I was having.
More playtesting! (version 0.3) Printing new cards this weekend.
Updated cards! Im liking this style.
After discovering that the British Library put 1 million images into the public domain, free to reuse and remix, i’m toying with the idea of an 17-19th Century art style for Wizard Crawl. I think it would work nicely given the period and the lore around wizardry.
Print’n’play Health Tracker for playtesting
Health tokens at the bottom to cut out and use on the paper version of the health tracker. Four player tokens (1-4 circles and coloured) and a Monster token (X-M cross).
Cards V3
Now with texture and depth!
First Playtest of Wizard Crawl Co-operative mechanics worked well, but were thrown to the side to play a more competitive player v. player game. Dice and cards mechanics mostly work as planned.
Scribbles on cards are due to balancing between playing rounds. Monsters need a lot of evening out. At the moment they’re either too easy or too hard. Needs to have a more gradual progression. Finishing the game was near impossible on the first round.
The second time playing we looked for more gear/weapon/loot cards on the first couple floors and were able to finish it with only 2 characters dying.