Design Blog 15 – Deck Initiative

One of our goals for Combat Cards was to try and ensure the game had several layers of complexity, meaning new players can just focus on the basics, but there’s depth for veteran players. For example, new players may load their decks with only a few large, high Wound...

Design Blog 14: Campaigns – What and Why

If you’ve played the digital Combat Cards game you’ll have noticed the ‘Campaigns’ tab. Currently locked until you upgrade enough cards to reach Rank 5 (though that number may change), campaigns provide a separate challenge and set of prizes from normal battles. So...

Design Blog 13 – Warlord Choice and Mixed Faction Decks

If you’ve played Combat Cards, one thing you might have noticed is that we’ve deviated from tabletop Warhammer 40,000 in letting you take mixed faction decks. What I mean by that is the game will cheerfully let you take a Chaos Warlord with a mix of Necron, Space...

Design Blog 12: Faction drill down – Aeldari

Hi, this week I’ll be giving some insight into how the Aeldari faction plays in Combat Cards – there’s a lot to cover, so let’s get started.   Directions First up, you have the problem of choosing which direction to take your deck. The Aeldari faction...

Design Blog 11: Evolving The Game – Part 2

Hi there, this is the second part of our look at how the design of Combat Cards changed over its development. The first part covered why games evolve and what we mean by ‘game systems’. You can find that part here.   Battles So, to recap, we use systems in Combat...