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Keith Medlin
United States Holly Springs North Carolina
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One of the most iconic components in the ASL library is the scenario card. It's nearly perfect in its design which is why so there are so many derivatives created to this day. The original design has a lot going for it after all.
1 - It's a visualization of both the map & counter setups. 2 - It's densely packed with information, but it's instantly recognizable in terms of the data layout. 3 - The card starts with the story of the scenario and ends with the aftermath. 4 - The turn record is right on the card. 5 - There are cues in the turn record to help remind you of reinforcements, and special rules.
All-in-all, a nearly perfect design!
So...what's wrong with it???
Really, my critique is only related to one thing...information layout and design.
Here's my redesigned card and I'll walk through each part of it:
HEADER: The header has been redesigned to allow for scenarios to be color coded based on a variety of information.
Perhaps black banner scenarios are legacy scenarios from out of print web-only releases like this scenario.
You could do a cross-fade of red & black to denote a Russian/German scenario or a Green & Grey to denote American vs Italian in the desert.
Third party publishers could be assigned their own branded color by MMP.
The logo on the top right would be the only place for a TPP to put their logo to ensure leafing through a booklet would quickly denote the origin of the scenario.
SCENARIO IMAGE: Why move it to the right?
We read from left to right. I don't want a grainy WWII picture to be the first thing I read! I want to see the background and know the location/date.
SCENARIO DESCRIPTION, VICTORY CONDITIONS, & SPECIAL RULES: These are the most text intensive, and arguably most important parts of the scenario card when taken together. The forces (clearly) being of equal importance, but they are graphically represented.
The current layout splits up these items so that the BALANCE can be listed at the top of the page. The BALANCE is not used in every case, so it shouldn't be given such prominent real-estate.
The Special Rules, on the other hand, are short-changed by being placed at the bottom of the scenario card where they end up getting split across two columns in some cases, which can lead to that "dangling SSR" getting forgotten!
We start with the flavor text as is the current amazingly well thought out location. Then we move into the victory conditions. Finally, players get the SSRs which gives them some context to keep in mind as they do their setup which comes next in the units!
Often times, players will look at those units and only after read through the SSRs which can be frustrating as you tweak your setup or realize you forgot a specific SSR. This change ensures that SSRs get their proper prominence!
TURN TRACK & FORCES: This is perfect. Always has been, and always will be. This is the most functionally relevant part of the scenario card and quite frankly...it's beautiful.
The only small tweak I made was to put the balance in with the force setup. I like the idea of splitting the balance so that each side has it's own line, but I've shown it here all smashed together at the bottom.
AFTERMATH: Again...brilliant thinking to bookend the scenario card with the historical outcome.
I have always loved these scenario cards. They are far preferable to the scenario setups found in other games. I am constantly thinking...boy if they'd only done it like ASL this wouldn't be such a PAIN!!!
I hope you've enjoyed this little exercise as much as I have. What are the things you'd do to improve upon the current scenario cards?
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