Yeah, I know that art styles are going to be pretty different. But Magic got through it pretty well, and there is actually a lot less art here. Only about 150 total pieces for the base game. There is considerably fewer unique cards in a game like this than a CCG.
Plus, if I can get the same artist to do all of the art for a given set then things won't look quite so odd.
Here is the basic breakdown of art that is needed for the base game:
2 Card Backs (One for Dungeon Decks, one for Overland decks)
16 Loot cards (4 Ore, 4 Arms&Armor, 4 Goods, 4 Food)
37 Monster cards, divided into 6 themed sets with 6 types each + the starting Monster
18 Dungeon Sections
27 Overland Raid cards, divided into 3 themed sets with 9 types each
45 Overland Attack cards, divided into 3 themed sets with 15 types each
As far as timing goes, I don't need anything immediately. Like I said, I'm still in the early prototyping and development phase. But since making art takes a fair amount of time if this project does get enough people to work I'd like to make sure everyone has enough time to do their part.
Theme-wise we're going Fantasy with a dark humorous tone to it. The basic monster card is the Grunts, which are a group of rather simple-minded by hard working pig-men. I don't want to go super-cartoony, but I don't think we need realistic art either. A middle ground is probably best for this sort of thing. But, again, I'm ok with a bit more variety in style. A more realistic look for landscapes, like villages, is probably just fine.
Here are a few cards with some art ideas, if that helps people get a feel for the project:
Squirlverines - Monster - Beast
Cost: 2
Entice: 1 Food
Strength: 3
Special: Immune to Card Discarding effects
One of the more popular monsters during my last test session, these guys got a reputation for being unbeatable when defending on a Narrow Bridge. Their special is pretty useful against other players, since most of the time when a discard effect is used the Player targeted gets to pick which card gets discarded. The Squirlverines can be chosen without having to actually discard them.
Art: A cross between a squirrel and a wolverine, they're small but very viscious
Scrying Pool - Dungeon - Section
Cost: 3 Goods
Ability: View an Opponent's Hand OR View the top card of the Attack Deck
Very useful for planning. While any cards an opponent used to defend themselves last round are still in front of them, you don't always know if they have something saved up in case they get raided by another player. This lets you figure that out, or you can see the top Attack card so that you know how much you need to save for defense.
Art: Obviously a pool of some sort with a reflection. I'm thinking that it'd show some human soldiers gathering for an attack
Narrow Bridge - Dungeon - Defense
Cost: 2
Ability: Plus 3 strength to one defending monster
A very popular card last game, the Narrow Bridge makes defending your dungeon quite a bit easier. As long as you have a creature to use it on, at least.
Art: Monster defender holding off a group of human soldiers on a narrow bridge over a chasm. Could be Grunts, or maybe Squirlverines.
Floor Spikes - Dungeon - Trap
Cost: 2
Strength: 3
Special: Cannot target flying creatures
Floor spikes are a Trap, which are great ways to defend yourself without using creatures. They're cheap for the strength, and unlike most of the Defense cards they don't need anything else to work. However, there are some monsters which are Immune to traps.
Art: Maybe just the bloody tips of the spikes poking through the dungeon floor? This one probably has a good bit of leeway to it.