I’ve got some more work done for the card game that I’m now calling ‘NitW: The Pale Knights’ based off the mini-game DemonTower from the game Night In the Woods.



I don’t think it needs to be said, but just in case, this is NOT an official game by any means. I’m just a fan who likes to make card/board games and wants to support the community in their own way.

Alright, let’s get into it. Remember this game is VERY ALPHA!

I started off this time by taking a moment to consider how the characters would move. This was a very simple thing to handle, they move. That’s it. However, it’s to be considered HOW MUCH a character moves as the overall problem.

If a character can move to much, what will stop them from running around, grabbing the key, and heading directly for the door, which is something you can do in the game. Albeit, there will be monsters you have to avoid along the way.

In the best interest of the other players, as well as the fact this is a card game, I have to cap the amount a character can move about.

The cap is 1, that is to say, a player will be able to move their character from one

room to an adjacent room during their turn.



Two things here;

1) sorry for my shitty photography skills and

2) the sticky notes are just stand in for the cards while I work out the mechanics. Though if you want to see what they’ll kinda look like when I’m done, it’ll be something like this.

So after deciding on how the characters will move, I needed to tackle how the rooms will be randomized as well as the creatures.

I think I got something for this so follow along with me as I try to explain.

When a character moves from one room to an empty space, that room will be drawn from a deck of shuffled cards. This is to give the effect of a system made so the rooms are never the same.

On each of the cards there is going to be a way to randomly decide on how many hearts are there, to replicate the health regen, and how many enemies are there, to replicate the health loss.

So to explain it differently as an example;

Player one (green) moves to a empty space and reveals the top card of the room deck (placeholder for the decks name). The card tells that player to roll a 1d6 for health, 1d6 for the monsters, and to follow the results. (This card is Random Room 1 as seen in the picture above.) The result in this instance, lets say, are 1 heart and 2 monsters.

(I show this result as a orange dice for the heart and two black dice as the monsters)

As of this current moment, I’ve not implemented anything to decide on the different forms of monsters found in the game, however I do have an idea and I’ll let you know more about that tomorrow as I do some research and throw together mechanics.

However, the key point here is, I now have the mechanics in place to create a completely random setup with the rooms every time you and your friends sit down to play a quick level.



OH! As a side note, I plan on making this game very easy to pick up and continue later. More details on that later.

Now that is solved, we can push it all away for a moment and talk about something else. Combat. A key component to the game. Tomorrow.

This is becoming kinda lengthy and I don’t want to bore everyone to bad right away. So I’ll see you all tomorrow with a fresh page of mechanics and monsters.

