Touchstone UI Designs

title page


gameplay page


victory page

Another mockup



Final Layout with placeholder art...

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.

Title page mockup



This is the first full res mockup for the ipad version of touchstone.

Touchstone wireframe

I simplified the interface so its cleaner and less dependent
on special illustrations. I'm handing this off to a graphic
designer for final polish.



I also had an idea to have a ticker along the bottom
of the gameplay page that will scroll through your
stats for the season... wins, losses, touchdowns,
interceptions, kills, etc.

Touchstone ipad UI sketches

Menu and layout studies for ipad version of the game...

officially geeky

Touchstone is now on boardgamegeek.com!

Playtest notes



Notes from the play testing session at the West Coast Quake tournament:

1. Need clarification of when half ends: The half ends when both players run out of cards. There was confusion about what happens when the first player runs out of cards. If the offense runs out of cards its considered a turnover and the opponent then becomes the offense and his drive is unopposed.

2. Concern that the coin toss may not be fair. We experimented with using the values on the cards to determine who goes first but deck building could break this system. I found these card shaped dice in a new Japanese game and think something like this could be a nice solution.

3. "seduce" icon may be to similar to the "kill" icon.
The fact that no team currently has both icons makes this simpler but it was suggested that I might want to add a heart to the seduce logo.

4. special power idea: an ability that allows the player to draw an extra card was a popular idea.

5. score keeping: It was suggested that each player should line their scoring cards up along their side of the playmat instead of putting both players score cards along the top.

6. There were still too many ties for my taste. I'm playing with some ideas for advancement so that even if you loose or tie you still feel like you are getting something out of the game. So instead of the usual deck building you would earn points from playing games (scoring, kills, interceptions) that could be used to add more powerful players to your team - but - if they are killed they are removed permanently from the team. This seems to get away from the quick and casual feel I was going for with the game but its worth looking into.

- may also experiment with allowing the offense to draw more cards?

updated rules and cards...



demo pack
demo rules

I've finally finished laying out and illustrating the rulebook. The balance of card strengths and abilities have been adjusted based on play testing to allow for a higher scoring game.

Give it a try and let me know what you think!

Playtesting Weekend



This weekend was the first major playtest of the new rules. The playtest group enjoyed the core concepts and the speed of the game but there was some confusion over a few of the special abilities and the games all ended with no touchdowns!

Discussions after the playtest revealed that two of the abilities that were variants of other abilities were confusing so I have decided to cut them in order to simplify the rules. The lack of touchdowns was the result of me adding too many special abilities to the cards. I will thin out the abilities so each card has more of the numbers needed to make the perfect play as well as test out allowing the players to have 6 cards in their hands instead of the original 4. I want the game to not only be fast but high scoring. I hope to have all these changes finalized and new cards printed in time for another playtest next weekend.



I also plan on making an illustrated tutorial to show the core strategies in more detail. The way the value of the plays change after a push is a really exciting mechanic but it takes a while for the average player to understand this concept. I want to make sure players understand this concept before they start their first game.

Touchstone first edition rules



demo pack

I'm happy with the demo pack PDF but I had some formatting problems with the rulebook PDF that I still need to work out. My goal for next week is to build a photo based tutorial that shows the stages of a turn and a few examples of results and initiative.

Card Print Sample



A thumbnail version of one of the printable card sheets
that will be in the rules packet...