See through the magic mirror of components

Introducing new ways we can play games is a craving most designers have. Zephyr Winds of Change is one of those games. Apparently using transparent cards used as character cards that can be overlaid other cards to apply different effects. In the game the top transparent card is you crew member and the bottom one is the fraction and this gives a 300+ number of combinations in the game.

 

ships

 

different cards_original

Transparent cards is a super neat component that some remember being used in the loved card game Gloom. In gloom cards could be stacked and effects would show through – other cards could be placed on top to hide some effects underneath.

gloomclearsamples

I haven’t fully dived into Zephyr’s rules but I could be concerned that this component is not utilised to it’s full potential in the game. That said I must admit the game sounds quite fun as a cooperative game of air captains in a mission based steampunk world. And the cards could be a fun addition to the game experience. The game should be available on TableTop simulator to be tried out before backing – but hurry it looks like they need all the help they can get at the moment.

The art of Zephyr Winds of Change is done by Jon Mietling and it is very detailed and elaborate. Apparently he use the software ArtFlow to create his works, which too me feels much like a soft and airbrushy style mixed with filt pens. His art is very dramatic and I think in combination with the rest of the interface and graphic design looks great – but lack some determinedness on its own.

Another game that use a new (to me anyway) type of component mechanic is Depths of Durangrar, a game by Jack Poon, where players play in the dark with only a small LED light on their player bases light a small portion of the board – while one player controls the monsters wearing night goggles :O Sounds neat eh.

durangar_original

 

by Hook

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