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Card Games

Here you will find most of my card game information. Below you will find some of my own projects, but also things I built for already established games. I have designs for games like Magic The Gathering, Hearthstone, and Legends of Runeterra!

Dragon-Rend

Dragon-Rend is a Magic The Gathering Set I designed and built. Along with it, I built its own Magic Plane, an accompanying Backround story, a Set narrative, and a presentation meant to demonstrate important world aspects

Cryptozoic Design Test

An in-depth Design Test I did for an application to Cryptozoic Games, which shows off some of my unique designs and philosophies!

Bad Luck Bears

Bad Luck Bears is an adventure card game that follows a family of mutant bears on their quest to find a home within a newly transmogrified world. This game revolves around the concept of luck and luck management, resonating its theme through its hub interactions, battles, and story. The most prominent example is how the player may utilize the game's luck system to alter their deck and therefore the cards they will draw. They do this by scrying a certain amount, shuffling powerful cards into the deck, placing choice cards into their discard pile, and more. All of these naturally provided interactions are meant to convey a feeling of luck by granting the player a higher likelihood of drawing the cards they need. While them actually drawing those cards is still up to chance, the player has agency in increasing said chance.

Bad Luck Bears was only made as far as its GDD for our economies unit. Check out its huge GDD here, or reach out to me to find out more!

Boomerang!

Boomerang was a team project designed in class at AIE. We began the project by creating a shooting game concept based on a theme. We created a game entirely based around interactions with throwing boomerangs and teamwork. Our teacher then told us to change our concept into a workable card game retaining the same concept and pillars. At this point we were remote, so after designing the basic gameplay we opened Table Top Simulator and put the game to the test. Boomerang is traditionally a six player card game within the vain of Uno. At the end of its development it was a fast paced tactical game inspired by UNO. This project was an excellent exercise in pivoting as a team, and was one of my first collaborative remote endeavors.

Boomerang was made in and tested within Table Top Simulator. If you are interested and have it, let's play! I would love to explain its simple design and the decision made along the way.

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*This is not my card and just a funny picture...

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Boomerang is a simple and fast-paced game that was a ton of fun designing. We are quite proud of the fast-paced nature we could promote, and the speed at which players learned its basics.

Read the Rules for Boomerang by clicking here!

But this is my UI mockup for Bad Luck Bears below

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HearthStone

I designed several cards specifically for applying to be a Hearthstone Card Designer. The application required designing a single card and explaining why I felt it would be a good include for the game. Here is the card:

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Legends of RuneTerra

I tried my hand at designing a champion card for LOR. My process resulted in the creation of 4 different cards that all play into similar archetypes. The champion I decided to design a card for was:

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-Nunu was created as a "lord" primarily for the Poro tribe. He buffs all Poro's, but also Yeti and Elnuk as those typings are commonly related and are fringe support for Poro builds. 

-He has "Vulnerable" when alone to encourage tactical and sparing use, while also preventing him from being too difficult of a threat for removal light decks.

-His "Last Breath" ability however will provide the player additional benefit when using Nunu in unconventional ways, and will cause opponents to weigh their options when choosing whether or not to destroy the opposing Nunu

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-Willump is designed carefully to use its relationship with Nunu as a method of creating game depth when handling either of the two. It costs Five and has an ability that requires it to have zero power, which means that unless the player employs a "Frostbite" or similar effect onto Willump on the turn it is played, the player will have to wait until they can have it "Frostbite" itself in order to level up.

-Willump's Yeti typing also ensures that it synergized with Nunu, but will not benefit from direct Poro synergies. This will also help to balance it and cause players to think critically when adding it to their build.

-Willump's stats are strong, but it is limited by "Vulnerable" without a partnering Nunu

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The Imaginary Poro is a powerful single-turn attacker that can be held onto for late-game synergies with other Poro tribal cards. It also serves as added value for even non-poro decks against more controlling strategies

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-Willump and Nunu are designed to feel like a unique and powerful bomb, but at the same time are simply a combination of the two individual cards. They are a 7/7 because of Willumps 5 + 1 from Nunu, and then Nunu's base 1 Attack and Health. 

-Because the two are together they lost their "Vulnerability", in a similar manner to their original story. 

-When together they gain "Regenerate". This adds to the depth of the card as when first combined they will hold their current health/power, meaning that they are best dealt with through combat the turn after they are combined.

-If returned to hand, they remain combined but reflect the cost of each. 

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