Business Model for
Stellar Charm:
Target Market: The target market for Stellar Charm will
be primarily young adults and teenagers
who are interested in strategy-based card games. The game will also appeal to astronomy enthusiasts and fans of fantasy and mythology.
Revenue Streams:
The primary source of revenue for Stellar Charm will be the sales of the game itself.
In addition, the game can generate revenue through expansion packs, limited edition cards, and merchandise such as t-shirts, posters, and figurines.
Distribution Channels: Stellar Charm will be sold through various distribution channels such as online marketplaces like Amazon and Etsy, as well as through brick and mortar stores specializing in board games and card games. The game will also be available for purchase directly from the company's website.
Marketing and Advertising: To reach the target market, Stellar Charm will utilize a mix of
digital and traditional marketing strategies. This will include
social media marketing, influencer partnerships, targeted online ads, and participation in gaming conventions and events. The game will also have a strong presence on popular gaming forums and communities.
Production and Manufacturing: The game will be produced and manufactured in-house to maintain quality control and minimize production costs. This will also allow for faster turnaround time for new expansions and updates.
Pricing Strategy: The price of the base game will be set at a competitive rate to attract customers. Expansion packs and limited edition cards will be priced slightly higher to appeal
to collectors and enthusiasts. Discounts and promotions will also be offered periodically to encourage sales.
Customer Support: Stellar Charm will have a dedicated customer support team to handle any queries or concerns from customers. This will ensure a positive customer experience
and help build brand loyalty.
Partnerships and Collaborations: In
order to increase brand awareness and reach a wider audience, Stellar Charm will collaborate with other popular games and brands. This can include cross-promotion, co-branded products, and special events.
Cost Structure: The main costs involved in running the business will include production and manufacturing
costs, marketing and advertising expenses, and operational
expenses such as rent, utilities, and salaries. The company will also invest in research
and development to continuously improve the game and create new expansions.
Future Plans: As the game gains popularity, the company can consider developing a digital version of Stellar Charm for mobile or computer platforms. This can open up new revenue streams and reach a larger audience. The company may also consider licensing the game to other countries to expand its market reach.
Play style
Card Name and Type: This feature displays the name of the battle card and its type, such as "Stellar Charm - Magical" or "Stellar Charm - Elemental". This helps the player identify the card and its category, which can be useful in planning their strategy.
Element: The
element of the card
is represented by a symbol or color and is crucial in determining its strengths and weaknesses. For example, a water element card
may be strong against fire but weak against lightning. The player must keep this in mind when using the card in battles.
Attack Points: This feature displays the attack points of the card, which represents its offensive power. The higher the attack points, the stronger the card's attack will be. The player can use this information to strategically choose when to use the card in battle.
Defense Points: The defense points of the card represent its defensive capabilities. The higher the defense points, the better the card can withstand attacks from the opponent. The player can use this feature to strategically defend against the opponent's attacks.
Special Ability: Some battle cards may have a special ability that can be activated during battle. This feature will describe the special ability, such as "Healing Aura" or "Double Attack",
and how it can be used in battle. The player must carefully consider when to use the special ability to gain an advantage over their opponent.
Fusion Requirements: The fusion requirements feature displays the elements or types of cards needed to fuse with the Stellar Charm card to create a more powerful card. This adds a layer of strategy to the game as the player must strategically choose which cards to fuse with the Stellar Charm card to create
the most advantageous outcome.
Lore: The lore of
the card provides a background story or description of the
card, which can help
the player understand the card's role in the game. This feature can also add an element of immersion and depth to the game, making it more engaging for the player.
The game would be called "Constellation Clash" and it would be a two-player strategy battle card game. The objective of the game would be to collect and control the most constellations by the end of the game.
Card Types:
Constellation Cards
These cards represent the 88 constellations and each one has its own unique abilities and strengths.
Zodiac Cards - These cards represent the
12 zodiac signs and
can be used to enhance the abilities of constellation cards.
Star Cards - These cards represent individual stars and can be used to boost the power of constellation cards.
Element Cards - These cards represent the four elements (fire, water, air, and earth) and
can be used to counter certain constellation cards.
Action Cards - These
cards have various
effects and can be used
to interrupt or change
the course of the game.
Card Styles:
Basic Cards - These
cards have a simple
design and represent
the less powerful
constellations.
Advanced Cards - These cards have a
more intricate design and represent the more powerful constellations.
Mythical Cards - These cards have a unique design and represent the rare and powerful constellations.
Gameplay:
Set-Up - Each player starts with a deck of 20 constellation cards, 10 zodiac cards, 10 star cards, and 5 element cards. Each player also starts with 5 action cards in their hand. The remaining action cards are placed in a separate deck.
Turn Sequence - The game is played in turns. Each turn, a player can perform the following actions in any order:
Play one constellation card from their hand onto the field.
Play one zodiac or star card from their hand onto the field,
and attach it to a
constellation card
already on the field.
Play one action card
from their hand and
resolve its effect.
Battle Phase - Once both players have finished their turns, a battle phase begins. The player who has the most stars attached to their constellation cards
has the first attack. Each player takes turns attacking and defending until all battles have been resolved.
Battle Rules - During a battle, the attacking player chooses one of their constellation cards to attack with. The defending player
can choose to block
the attack with one of their constellation cards or take the full damage. If the attack is blocked, the defender's constellation card is discarded. If the attack is not blocked, the defender takes damage equal to the difference between the attacking constellation card's power and the defending constellation card's power.
Element Advantage - Certain constellation cards have an advantage over others based on their element. If a constellation card with a higher element attacks a constellation card with a lower element, the attacking card's power is increased by 50%.
Mythical Card Rule
If a player has a mythical card on the field, they can choose to activate its special ability once per turn during the battle phase.
End of Turn - After
the battle phase, the
player can choose to
discard any cards from
their hand and draw new
ones, up to their hand
limit of 5 cards.
End of Game - The game ends when one player has control of at least 10 constellations or when one player runs out of cards in their deck. The player with the most constellations under their control wins the game.
The phases of the game would develop as players strategically play their cards, trying to gain control of the most powerful constellations and using their
zodiac and star cards strategically to enhance their abilities. The game would also require players to carefully manage their resources and choose when to use their action cards for maximum impact. With the mythical cards adding
an extra element of
surprise, every game
would be unique and
challenging.
Zodiac Cards: These are the most powerful and rare cards in the game, representing the 12 zodiac signs. Each Zodiac Card has a unique ability and high attack and defense points.
Star Cards: These cards represent the stars within each constellation and
are the backbone of
any deck. They have
a balanced mix of
attack and defense points and can be used strategically to support other cards.
Mythology Cards: These cards are based
on the ancient stories and myths associated with each constellation. They have powerful abilities that can turn the tide of battle, but are limited in number and should be used sparingly.
Elemental Cards: There are 4 elemental card types in the game - Fire, Water, Earth, and Air, each representing
a different element
from the universe.
These cards have a rock-paper-scissors relationship with each other, with one element being strong against another and weak against the third. They can
be used to counter opponent's cards and add an element of strategy to the game.
Celestial Cards: These cards represent celestial objects such as planets, comets, and galaxies. They have powerful abilities that can affect multiple cards at once, but are also limited in number and should be used strategically.
Constellation Cards: These cards represent the constellations themselves and have a unique ability that can only be activated when
a player has a certain number of cards from the same constellation in their hand.
Support Cards:
These cards do not
have any attack or defense points, but instead, provide support to other cards in a player's hand. They
can boost attack or defense points, provide additional abilities, or even revive defeated cards.
Card Styles:
Standard Cards: These cards have a simple design with the constellation name and image on the front and the card type and stats on the back.
Foil Cards: These
are rare and valuable versions of the standard cards, with a metallic sheen and enhanced artwork.
Holographic Cards: These cards have a holographic design that changes depending on the angle they are viewed from. They are highly sought after by collectors.
Legendary Cards: These are the most powerful and rare cards in the game, with unique artwork and abilities. They are highly coveted and can only be obtained through special events or by trading with other players.
Promo Cards: These limited edition cards are only available through special promotions, such as tournaments or special edition sets.
Prism Cards: These cards have a prism design that creates a rainbow effect when viewed under light. They are highly prized by players for their unique design.
Cosmic Cards: These cards have a cosmic design, with images of galaxies, stars, and other celestial objects. They are considered the most visually stunning cards in the game.
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As always, once I start focusing my thoughts on a specific creative challenge, at some point something somewhere inside my brain starts connecting the dots and expanding the canvas.
I have no idea how that works, it just does. 🤔
Anyway, I've been at this for the last coupla weeks, considering how a particular stage production should manifest itself. How it should look, feel, and sound to an audience. And a few days ago I managed to set some objectives and strategies to the endeavor: the kind of experience being crafted... and some specific tools that could be used to craft the experience. An essential first step.
Over the weekend, I had the pleasure of attending the album release party for a local band. It was profoundly energized from start to finish, a show fit for even larger concert venues with its huge production value both in visuals and sound. I paid attention to my experience, how I responded to each song performance in the moment... and I paid attention to how the audience, packed wall to wall, front to back, responded. Which is basically me observing what excels, how performances land, the energy dynamic of the audience across the entire show, what the different experiences between the song performances are... and why.
The concert definitely gave me a heightened appreciation for production value and the impact it has on audience experience.
So then a coupla days go by and I'm hanging out with a friend who's a musician. They're sharing some music with me that's absolutely captured their reverence. So we listen to the songs and I realize some things.
The first is that some songs work better than others in concert. Because "in concert" is a wild sonic environment. It's not an environment made for appreciating subtleties and details. It's a crafted experience. And within that experience, certain things are possible and certain things are not.
I listened to one song that was simple in its production that would definitely land in a concert environment (which caused and still causes me to remember another such song that failed in that environment but I know why it failed). I listened to another, quite different song with spoken vocal loops and complex rhythms that would also fully land in a concert environment. And we did talk about the kinds of songs that wouldn't work as well and why. Among which are songs that are dense in language that doesn't get processed in real time when competing with complex music arrangements and just the energy of the room.
In a live environment, each word of a song can land and land hard... as opposed to other songs where the music might not be memorable and most of the words can sort of mentally slip by without leaving evidence of having been heard.
Or even written.
We kept listening because suddenly I was learning a lot. Having an insight-fest. As in traditionally what's crafted for record is performed for a live audience. The best recordings, of course. The most popular. Which makes sense in a prior world with older technology and different assumptions.
But how about this?
Certain creative endeavors are best experienced as recordings
Certain creative endeavors are best experienced live, and
Certain creative endeavors can exist at their best in both circumstances either as is or in some variation.
Meaning...
Release some efforts for recording only. Release some efforts for live experiences only. And release some efforts for both.
And then a fully formed experience came to me.
Why?
I'm guessing because of the critical mass developing during this moment of insight upon insight. So now I have an idea for the stage production I've been considering the last coupla weeks. Doesn't have to be the beginning of the show... but it can be.
The idea is based on one of the songs in the stage production that references the city of Paris. Which made me think of traveling. Which made me think of family vacations. Which made me think—because I'm of a certain age—of family vacation slide shows of old. Or family vacations as captured on 8mm film and shown in the living room with a projector.
And so on.
Later, I was talking to the composer of the stage show, pitching them my idea on how that piece of the show could work. And then they had an idea of how they thought what I described could be performed another way, each idea leaning into a different objective for the audience experience. Which is great. Because they're trying to craft an audience experience. And where the song lands in the overall performance and what the demands of that moment are...
Will determine the how of how the song should be presented.
Anyway... it was a helluva morning.
The kind I love most.
😁
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hiking objectives
Rainier
Matterhorn
Breithorn
Mont Blanc
Jungfrau
Eiger
Monte Rosa
Gran Paradiso
Whitney Mountaineer’s Route
Gannett Peak
Teton Crest Trail
Four Pass Loop / CO 14ers for elevation training
Mount Assiniboine
Mount Rundle Traverse
Mount Sir Donald North Ridge
Timpanogos Sampler Out and Back Timpooneke Trailhead -> Summit -> Aspen Grove Trailhead -> Summit -> Timpooneke Trailhead
Cottonwood Traverse (10K)
American Fork Twins to the Pfeifferhorn Saddle
Cottonwood Ramble Route (at least AF Twins to Big Cottonwood via South Ridge of Superior, maybe all the way to Millcreek) (10K, depending)
Beatout exit via The Notch
Box Elder Figure 8 (10K)
Kings Peak in a Day
South Ridge of Superior with Sabrina and Maia
West Slabs with Sabrina and Maia
The House to Park City (via Neff’s Canyon to Desolation Trail to Random Park City Trails)
Nebo with the Gals
Sundial Peak
Timpanogos Traverse North Timp -> Timp -> South Timp
Cardiac Ridge Traverse Superior -> Kessler (Northbound)
Cardiac Ridge + Superior via the South Ridge Linkup
Monte Cristo via Mill B South Fork (Lake Blanche Trail)
Cardiff Pass to Red Pine Lake Trail
Wildcat Ridge Traverse
Olympus via North Face
Olympus Double Feature
Olympus + Grandeur Peak via West Face
Olympus + Grandeur Peak via West Face + Kessler
Cowboy Scramble lol
Trail run down the Desolation Trail?
Backpack to Lake Blanche? White Pine? Red Pine? With frands
Backpack in Great Basin
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