Skip to main content

TCG Interview #23: Rüniverse



 I interviewed the creator of Rüniverse- here are his answers to my questions:

Q: Please describe your trading card game!
A: In Rüniverse, you control three mages to summon creatures & cast spells, attacking your opponent's creatures and mages to break their six bonds and win. It's a colorful game with a focus on summoning fun, cute, and cool creatures. The turn system lets players puzzle through their turns to implement their well-laid plans—with exciting randomness added through triggers and the Dream Deck mechanism.

Q: What inspired you to create your own TCG?
A: I've always been inspired to make my own games, and as a player who enjoys card variety and building unique decks, I've been drawn to TCGs. I've begun a few other designs over the years, but Rüniverse built on several of the ideas as well as my favorite mechanisms from other games, including Pokémon, Keyforge, and Magi-Nation.

Q: What TCGs did you grow up playing as a kid?
A: My first TCG was Pokémon. Red & Blue came out while I was in middle school. I didn't have a Game Boy, but when I found out there were *cards* based on the games my classmates were playing, I was exciting to try it out and show it to them. Everyone else still preferred their videogames, but this discovery catalyzed my transition from classic games like Skip•Bo and Rummikub into the world of hobby gaming. I started playing Magic in 2000 and also got into Magi-Nation, even running store tournaments for a while.

Q: What sets Rüniverse apart from other TCGs?
A: Even though there are multiple games that use lanes or locations, I feel the implementation in Rüniverse stands apart from the others. The Dream Deck is purely unique, as far as I know, allowing players to access extra cards a few times over the course of the game, without knowing exactly what (or how many) cards they'll be getting. Scaling resources (1, then 4, then 9) over the first three turns is something I haven't seen before, which allows the game to start slow and controlled but ramp up—and end—very quickly. Finally, I'm very proud of the evolution system that combines Pokémon's somewhat clunky method with BuddyFight's soul mechanism.

Q: How did you come up with the name Rüniverse?
A: It's simply a portmanteau of "rune universe"—a universe filled with magical runes!

Q: How long have you been working on the game?
A: I made a TCG concept based on having multiple mages who cast their own spells and summons about 20 years ago. But the version of the idea that truly became Rüniverse started with a prototype with Magic cards around 2017 or 2018. The core/base set was finally finished and released in 2020.

Q: What is the illustration/design process like?
A: I do enjoy getting compliments for the art because I'm proud of the "art direction" process that I've done, making what hopefully feels like a pretty cohesive look and feel. That said, I do not illustrate [most of] the cards—each card has its artist credited at the bottom of the card. So far, almost all the art I've used has been stock art available for purchase online. I did use a couple of my own illustrations (Spikeleaf Wolf & Magmaphant), so to answer the question, I generally create a sketch on paper, scan it in, and then retrace and color everything digitally in Photoshop or Affinity Photo.

Q: What are your future plans for Rüniverse?
A: I have a small fixed product (nonrandomized) that expands the game with 8 "Hero mages" and special cards that only those mages can play, which will hopefully provide new deck-building archetypes without taking over the design space for their respective facets (colors). It still needs more development, and I haven't exactly been prioritizing it, but it is about 95% complete (art & graphic design are 100%!). I also have a spreadhseet where I occasionally jot down ideas for a full Set 2 of the game, but most of my time goes toward my Rüniverse YouTube channel (which isn't really focused on the game anymore—I mostly do playthroughs of other board & card games) as well as designing some other board game concepts.

Q: Will you be at any upcoming conventions?
A: I'm more of a stay-at-home kind of person. Traveling is expensive, and I'd rather buy more new games! :D

Q: Do you have any advice for someone looking to make their own TCG?
A: Don't force it. Do what inspires you (and what you're inspired to do). If you love to draw, just draw! You don't need to design a game too. Maybe find someone who's inspired to design games, and do illustrations for them! If you're not particularly creatively inspired by anything, you can still work in games by playtesting, developing, project managing, and things like that. If you ARE inspired with an idea for a game, make enough cards to build a couple "starter decks" and try it out ASAP. PLAY THE GAME. Make sure it works—*and it's fun.* Do that before you invest too much time/money in pictures, designing too many cards, etc. If you can sense a problem in your game, but you don't know how to fix it, make sure you're open to feedback and playing with a variety of people. Additionally, learn as many games (TCGs and non-TCGs)as you have time for, whether by playing, reading the rules, or watching tutorial/gameplay videos. The more games you're familiar with, the more you can use the tools those games have to solve problems in your own design. And finally, again, don't force it. If something isn't working, it's okay to trash it, start something new, or let an old idea percolate until you're inspired with a solution. But if it IS working, be persistent! There's A TON of work that goes into finishing a TCG. So if you have a good thing going, don't give up until it's done.

For more, follow @runiverse.tcg on Instagram and check out www.silent7seven.com







^these 3 cards are not yet released!










Comments

Popular posts from this blog

TCG Interview #97: Ignaris

  I spoke with the creator of  Ignaris, here are his answers to my questions! Q: Please describe your trading card game! A: Ignaris is a creature-battler combat game with wild aliens and monsters divided up in 3 Entity classes: Warriors, Beasts and Lords! Q: What inspired you to create your own TCG? A: Funny story, I've always been passionate about having my artwork on display and I actually made some artwork for a TCG creator around 5 years ago but it never released.So I took matters into my own hands and decided to make my own tcg!! Q: What TCGs did you grow up playing as a kid? A: Pokemon was a big one. And Bakugan! Q: What sets Ignaris apart from other TCGs? A: Ignaris has unique artwork, and cool card mechanics! Ignaris is all about balance, all Entity classes in your deck must work together to defeat your opponent! Q: How did you come up with the name Ignaris? A: I knew I wanted it to be a creature combat game taking place on an alien planet so I was playing around with ...

TCG Interview #74: Ward

I spoke to the creators of WARD! Here are their answers to my questions:  Q: Please describe your trading card game! A: Ward is a trading card game that blends aspects from other popular TCGs like Pokemon, Yugioh, and Magic: The Gathering, but adds a Dungeons and Dragons style, dice rolling, battle system. We then simplified all aspects/systems so anyone can learn how to play with ease. Q: What inspired you to create your own TCG? A: Ward was inspired by creator Joe Casey when he decided to buy a few packs of a new card game (We will not say which). He had always loved card games of any type, Pokemon, Yugioh, Magic, Cribbage, Poker, and so many more. He brought the packs home, opened them up and read the rules in order to play it. For several hours, he and another future Ward associate, could not figure out the rules or general layout of playing the game. YouTube videos did not explain it well either. Eventually, they gave up and moved on. The idea for Ward was not created on this ...

TCG Interview #49: Object Outrage: War of the Whatchamacallits

I spoke with the creator of Object Outrage: War of the Whatchamacallits! Here are his answers to my questions: Q: Please describe your trading card game! A: Object Outrage: War of the Whatchamacallits is a tcg that has random objects fight to the death during a war that started after a group of scientists created a device that makes inanimate objects come to life. The Objects have teamed up based on what their preferred weapons and fighting style is, and attack any species of object that they haven’t teamed up with. Q: What inspired you to create your own TCG? A: My best friend who made Power Beasts and Culinary Combat was my inspiration for making OOTCG. He got me into HTCGs and helped me start OOTCG. My other inspiration is Chaos Galaxy, I used to watch his videos when I was younger and still love watching him today. Q: What TCGs did you grow up playing as a kid? A: I used to play a lot of Pokemon and Yugioh, I collected a lot of cards for each game and still have some of them. I pl...