Keeper of the Cards

Card Building Guide (11th Edition)

This guide teaches how to design cards for Keeper of the Cards.

When designing a card, you have a great deal of free reign with regard to what that card does. However, a card's level (the number indicated on top of the green circle on the bottom) is strictly defined based on what statistics you assign to your card. As such, your job is to make cards that play well, but are not prohibitively expensive to use.

There are two types of cards: creatures, and spells. Creatures have an offensive power (“offense”), a defensive power (“defense”), and any number of abilities. Offense and defense must each be no lower than 0 and no higher than 99. Spells have only a single ability (which may itself be referred to as a “spell”).

Contents

Design Instructions

There are two types of cards: creatures, and spells.

Creatures have an offensive power (“offense”) and a defensive power (“defense”), and may also have any number of abilities and/or any one caveat. Offense and defense must each be no lower than 0 and no higher than 99.

Spells have only a single ability (which may itself be referred to as a “spell”).

Constructing Abilities

Abilities are the one gameplay element that all types of card can have. Abilities are composed of up to four components:

  1. One activation condition (optional)
  2. One activation cost (optional)
  3. One target selection (optional)
  4. One or more effects (required)

These components must be listed on the card in that order, and must be in the same paragraph (do not split the text of one ability into multiple paragraphs). You must choose non-redacted components from the lists in the Card Texts section only. Within these restrictions, you may design any ability you wish.

Many components have variables, indicated as x, y, or z, in them. You are to choose a number for each of these components, replace x, y, or z with the chosen number, and replace any x, y, and z in the component's cost formula with the same respective numbers. Variable amounts must be positive, non-zero integers. You should also change any plural forms referring to a variable to singular if you choose the number “1” for that variable.

You may give a name to any creature ability. If you do so, it must be designated at the beginning of the ability of the paragraph in all capital letters, followed by a colon (“:”). One example might be, “HEALING: Roll 2 six-sided dice and increase your HP by the result.” Ability names, like card names, serve no function in the game. Naming creature abilities is not required, but highly encouraged as it helps make the function of creature abilities clearer and aids in communication between players.

If a card is simple and has short text, you may include extra tutorial text to help teach keywords to beginners. Any tutorial text must be in parentheses and should be rendered in italics to make it clear that it is separate from the rest of the card text. For card texts where this is particularly useful, a suggested tutorial text is included.

Choosing a Caveat

Caveats are a special type of component which can only be used by creatures. Any creature may have no more than one caveat, listed before any abilities the creature has. Caveats always do something negative, but reduce the cost of the creature's offense and defense values.

Level

A card's level is determined mathematically by considering the powers and abilities of the card. Each effect and target selection has a designated cost, and each caveat and activation cost has a designated relief, listed in parentheses prior to the respective card text in the Card Texts section.

To determine an ability cost, take the sum of all effect formulas corresponding to effect texts used in the ability, then subtract the activation cost relief (if any). If less than 1, set to 1.

To determine the level of a creature, add together the creature's offense and one fifth of its defense, subtract the creature's caveat relief (if any), and if less than 0, set to 0. Then, add all of the creature's ability costs and round up to the next integer if it isn't one already. If less than 1, set to 1.

To determine the level of a spell, take the spell's ability cost and round up to the next integer if it isn't one already. If less than 1, set to 1.

Creating the Card

Once you have decided the parameters of your card and calculated the level, edit “card.xcf” in an image editor that supports the format (such as the GNU Image Manipulation Program or Photoshop), and edit the text fields appropriately. Make sure the “Creature Template” layer is visible while the “Spell Template” layer is invisible if designing a creature, or vice-versa if designing a spell. If designing a spell, also make sure to remove the offense and defense numbers from the bottom-left and bottom-right of the card, respectively.

If the card is a creature and has caveats that create requirements for summoning, or if the card is a spell and has an activation condition, you should make the “Play Restriction” layer visible. You should also change the color of these kinds of caveats as well as all activation conditions on both spells and creatures to dark red (HTML code 800000), or another color that stands out. This will make these critical conditions more obvious during gameplay.

You can paste an image to represent your card into the “Image” layer. You can also indicate the copyright license and author(s) of the card and/or image via the “Card License” text layer.

You may modify the look of the card as much as you want as long as the meaning of the meaning of the components is understood by all players. In general, it is recommended to keep it as close as possible to the official layout to avoid confusion.

The standard size for cards is 2.5 inches wide and 3.5 inches tall (or 66 mm × 91 mm). You do not have to follow this size if you don't want to as long as all of your cards are the same size and appearance when viewed from the back. (You can achieve this easily with sleeves if you print in a standard card size.)

For the back of cards, an image is provided as “card_base/card_back.png”. A file for a sheet of card backs is available as sets/backs.pdf; you can simply print this onto the back of a sheet which has cards printed on it. This is optional as long as sleeves are used that are opaque when viewed from the back.

Rule/Text Changes

Between editions, the rules and card text in Keeper of the Cards may be changed. You as a card designer need to consider these when updating old cards. See the Rulebook: Revised and Banned Cards section for information on which cards need to be updated.

Card Texts

Caveats

Caveats are special conditions of creatures, used to weaken them in certain areas and reduce the level of the creature in exchange. Of course, caveats can only be given to creatures, not spells. The amount of relief a caveat provides is listed in parentheses. It is highly recommended (but not required) to color caveats that create summoning requirements dark red (HTML code 800000), or some other color that stands out.

Activation Conditions

Activation conditions indicate special conditions under which the spell or ability is to be activated. If a spell or ability has an activation condition, it may only be activated under that condition. Otherwise, it may only be activated during your own action phase. Only one activation condition can be used per ability. It is highly recommended (but not required) to color all activation conditions dark red (HTML code 800000), or some other color that stands out.

Every activation condition sets the variable a for use in the cost formulae of the respective effect(s); the formula for finding a is indicated in parentheses. If no activation condition is used, the value of a is set to 1.

Activation Costs

Activation costs serve to reduce an ability cost by “paying” in other ways. Only one activation cost can be used per ability. The amount of relief an activation cost provides is listed in parentheses.

For better coherence at the cost of brevity, for abilities which have both an activation cost and a target selection, you may replace the semicolon in the activation cost with a comma followed by the word “then”. For example, you can change, “Exhaust 1 resource; Target this card;” into, “Exhaust 1 resource, then target this card;” if desired.

Target Selections

Target selections are necessary for some effects to work. They serve to designate what cards an effect is used on. Only one target selection can be used per ability. Every target selection sets the variable t for use in the cost formulae of the respective effect(s); the formula for finding t is indicated in parentheses.

For brevity, the words “up to” can be removed from any targeting text if the corresponding number is exactly 1. For example, “Target up to 1 in-play card” can be replaced with “Target 1 in-play card”.

Effects

Effects are the main component of abilities, and at least one is required for any given ability. Effect costs are listed in parentheses. Note: the variable t is given by the formula of the target selection used (see Target Selections). Similarly, the variable a is either the value given by the formula of the activation condition used, or if no activation condition is used, it is set to 1 (see Activation Conditions).

For brevity and to avoid confusion, if the number of targets is never greater than 1, the following substitutions are recommended:

For better coherence at the cost of brevity, you may chain consecutive effects in an ability together with a comma followed by the word “then” or “also” instead of a period. For example, you can change, “Deck-stack the targets. Draw 2 cards.” into, “Deck-stack the targets, then draw 2 cards.”