TOUCHSTONE : Oubliette - color comps
focusing on creating colors and compositions that make it
clear when you can move forward and when you are blocked.
Embracing the Oubliette
Touchstones are supposed to just be another urban legend. A stone that gives the holder perfect control over their own fate. Everything falls into place magically around you as if all existence is shifting to realign to your needs and desires. Yes it sounds like pure rubbish - But I've actually seen one and for a brief moment possessed it. I don't know how I got back here, how I got out of the Oubliette, but I found one. I'm not going crazy. I found a touchstone but now its lost as are so many of my memories.
I fall 20 feet though utter darkness till the unseen floor slammed into my back. Crawling through the blackness my hands brush across the floor seeking out the walls, the limits of this maze but they keep moving and shifting around me. The Oubliette is alive and it knows I'm here.
Check out the Touchstone:Oubliette dev Blog at BoardGameGeek...
I fall 20 feet though utter darkness till the unseen floor slammed into my back. Crawling through the blackness my hands brush across the floor seeking out the walls, the limits of this maze but they keep moving and shifting around me. The Oubliette is alive and it knows I'm here.
Check out the Touchstone:Oubliette dev Blog at BoardGameGeek...
More Custom Ranger Cards
Custom Ranger Cards
TOUCHSTONE : Oubliette
Touchstone is a violent sport played by fantasy races. In Touchstone Oubliette the game has moved from the sunny stadiums of the Braying Fields to an underground dungeon where the walls are constantly shifting and dancing around the players in an attempt to trap and crush them.
You play the role of the individual players that must attempt to make their way through the Oubliette in order to score points for the team. These attempts are called a Drives. The deck represents the living maze and the opposing team's players that are trying to stop you. After each of your Drives the opposing team gets a Drive. The game represents the AI's Drive with a single card draw.
Core strategies:
In order to escape from the Oubliette the player must evade the creatures and shifting walls attempting to block his path, locate a key, and finally find the one door that leads out of the maze. If the player finds and escapes with the Touchstone then he gets extra points. If the player hasn't escaped before the last card is drawn then they are lost in the Oubliette and loose that Drive.
If the Drive isn't going well the players will have to use portals to buy more time. Portals shift not only the players position in the maze but they also propel him backwards or forward in time (either removing cards from or returning cards to his draw deck).
There are also 4 types of items that can be used to outsmart the creatures or illuminate the dark Oubliette.
Download links:
http://boardgamegeek.com/article/6877914#6877914
You play the role of the individual players that must attempt to make their way through the Oubliette in order to score points for the team. These attempts are called a Drives. The deck represents the living maze and the opposing team's players that are trying to stop you. After each of your Drives the opposing team gets a Drive. The game represents the AI's Drive with a single card draw.
Core strategies:
In order to escape from the Oubliette the player must evade the creatures and shifting walls attempting to block his path, locate a key, and finally find the one door that leads out of the maze. If the player finds and escapes with the Touchstone then he gets extra points. If the player hasn't escaped before the last card is drawn then they are lost in the Oubliette and loose that Drive.
If the Drive isn't going well the players will have to use portals to buy more time. Portals shift not only the players position in the maze but they also propel him backwards or forward in time (either removing cards from or returning cards to his draw deck).
There are also 4 types of items that can be used to outsmart the creatures or illuminate the dark Oubliette.
Download links:
http://boardgamegeek.com/article/6877914#6877914
new touchstone teams concepts
trickster gnomes and half dragons...
The gnomes have abilities that let them draw more cards, put opponents cards to sleep, and create illusions (cards whose values are randomly generated each time they resolve). The gnomes also have a much lower number range available to represent their size while the half dragons have a much higher range then any other team because they can fly.
The gnomes have abilities that let them draw more cards, put opponents cards to sleep, and create illusions (cards whose values are randomly generated each time they resolve). The gnomes also have a much lower number range available to represent their size while the half dragons have a much higher range then any other team because they can fly.
Subscribe to:
Posts (Atom)