Quote from LinkI'm not demeaning anyone or anything. I'm just giving a realistic statement of the facts. We wrote summaries.
Quote from LanxalGuys, a small change to the challenge yet again:
Challenge III, instead of the entire team, it's now 3 or more people. This is to give you flexibility of design (e.g. now it's easier to make a cycle.)
Quote from FlabortOh, please not too late, not too late, please...
(League of Classy Gentlemons judging Team V)
1. Eskimo Rage
((Also apologizing for inactivity, my Bro has a tumor, pray or chant or do whatever you believe you can for him))
Quote from Cypher28Link: http://browse.deviantart.com/?qh=§ion=&q=Ninja#/d1t73wj
Done by ~Eggar919.
Reminds me of the Guild Wars ninja.
Also Marco's submission is kinda awesome. Would love to see the card that came out of that.
Quote from LanxalLanxal's Fun-Time Team Judgments
In these judgments, I don't penalise because of inactive team members, but know that having less people working on lore and cards does affect the quality of your lore.
Lore — Fairly intriguing storyline as built by Link and Komachi but the summary format could have been enhanced with some prose describing these meeting scenes. Focusing on individual leader-class characters and the political machinations of the races fits well with the wide-spanning alliance building that the lore challenge demands. Focusing on individuals sharpens the view of the race as the story develops and working out these characters sets good paving for further lore in the upcoming rounds. Additionally, with only two active members involved in the lore this Round, you were still able to achieve a sense of interaction between your races. This interaction could have had more focus, even just between the Cloudwalkers and the Feyrin. 13/15
Cards — Discussion focusing on power level and design choices (e.g. Shroud) leads to a strong design process. Use of team members for criticism has led to noticeably stronger card designs. A lack of implementation of these changes (Small Child's Borderguard Purist) makes this somewhat meaningless. There is a slight overcomplexity of the cards among a number of entries which I dislike, but they are justified by a proper uncommon rarity. On that note, there is a lack of strong, elegant common designs (exception: a beautiful card in Fleeting Burrower.) I feel like the themes and mechanics of the race, which was the point of this challenge, could have been better conveyed with more simple, common designs (noticeably Jimmy Groove's Annaki Warrior; while it's a good design, the mechanic itself might have been better presented in a less complex common.) 12/15
Lore — Beautiful pieces of prose by CrustaceanCrusader and Balefire, exploring the beginnings of conflict between races. Extremely well written. While in terms of prose, you don't include much in the way of inter-team interactions (which is disappointing, it would have been a fun read), your opinion posts do convey quite a lot of information and is one of the great ways of doing this challenge. I really wish it was a bit more expanded on during the Round's challenge, but it's fine as it is. Interesting format that CC presented his opinion post as well - it's funny but also a nice exploration of alternative ways of presenting lore. There's not enough lore about the movement of races in the making of alliances for coming conflict, in my opinion; it might have worked well if it had been more of a focus. 12/15
Cards — Good designs that showcase the races' flavor and mechanics. Overall I really like the designs - well done in terms of elegance, power level and flavor. Exactly the kind of designs I wanted to see for this Round. Not much else to say, haha. 15/15
Lore — Guys. This is beautiful. Lore that spans multiple races in your team at the same time showing the alliances that have been built, the start of conflict that simply draws me in as a reader, and real consolidation of the race's identities and moods. The quantity by itself doesn't matter because it's not a rubric I judge by (makes it unfair for other teams with inactive members), but the quality across the works is stunning. 15/15
Cards — Interesting concepts and designs across the cards. Some of the designs lookng somewhat clunky/complex and could have been improved in my eye (e.g. Uncle Istvan's Boneyard Marauders which really is a rare in disguise.) Strong flavor connections, especially in queensauce and Random's cards, which gives them context. I see one or two wording issues (UncleIstvan's Gravestrike wording and Raziel's Ravage). I see one or two cards that I really like such as Prophy's Ethereal Wraith (love the shuffle clause). 13/15
Lore — Disclaimer: the map basically gurantees you success from the beginning. Nicely done on Cardz's part, especially in talking with other teams to better make lore. This intra-team interaction is also eccentuated with the Ursks being all over the place, which is great. There's also good interaction within the teams, and I'm intrigued by the Pods and their shenanigans and the near-xenophobic characterisation of Rithaniel's Griosks. Very interesting, and makes for compelling story telling. 14/15 (and let's be honest, Cardz needs to get a HM. You know what, let's do it.)
Cards — Gerrard's Mom's strong design skills shows in solving the formatting issues among the cards, so nicely done there (I really like good formatting - hint, hint.) A lack of a rarity on Rithaniel's Griosk Stalker is disappointing given the Additional Requirement but it's such a minor thing that it won't affect my decision heavily. The inherent un-synergies between Battle Cry and Exalted is confusing to me, even if it may be on theme - I don't understand the flavor, and frankly it's confusing to all levels of players. Also, personally, I would have liked to see Avenge on a card instead of Battle Cry & Exalted. Beyond that, there are great designs in your team's portfolio. 13/15.
Lore — A lot of lore planning, especially involving getting the geography right and some map-manipulating, which I like. Trabant busts out another great example of alternative-format lore (the journal). The calamity-meteor is no doubt cliche but perfectly acceptable and tasty, and certainly fits the "alliances" mold; Danse is definitely going to get in there and mess about. I also like that you wrote up some prose about the Calamity - it would have been disappointing if you had planned it so well and then left it at that. Good job. In any case, you've done a good jobof crafting a grand underlying storyline for your team. 14/15
Cards — A number of interesting designs, including Flash + Champion, which I like. While these cards are certainly polished in terms of balance, I still feel they are a bit inelegant and clunky (it's no coincidence that I liked a card made up only of keyword mechanics so much.) There are a few formatting issues that make my skin crawl, but I'm biased against that kind of thing, so ignore my writhing about in anguish. It doesn't affect my decision, if you're worried. 13/15
HM: Cardz. Because, seriously.
I tried hard to make these judgments fair and constructive, so please don't argue or I might hyperventilate from stress. =D