Design Blog 28: How we add new cards – part 2

Hi, and welcome to the second part of how new cards are added to Combat Cards. Although interrupted by last week’s post on the Rank changes, the first part of this post talked about why we add new cards, so this time let’s go through HOW it’s done.   Gaps First,...

Design Blog 27: Rank changes and Objectives

Hi everyone, I’ve interrupted my own two-part discussion on how we add new cards to the game to talk about this week’s big game update. I’m doing so because it gives me the space to lay out the changes in detail, but also so I can talk about why we made them.  ...

Design Blog 26: How we add new cards – part 1

This week’s topic is how we add new cards to the game, and why do it. This is a topic which crosses into a few different areas, so I’m going to split it over this and next week’s posts.   Why First up, why do we add more and more cards at all? To be perfectly honest,...

Design Blog 25: Evolution of the card art

Each card in the game is made of two main elements – the miniature and what we’ll call the border (which includes the various icons and numbers for attack values, points cost, Wounds, etc.). Naturally, the miniatures are the stars of the show, because since...

Design Blog 24: Faction drill down – Tyranids

In a way that’s sure to please the ever-evolving Hive Mind, the Tyranid faction is all about adaptability. They’re one of Combat Cards’ most balanced factions, able to do well at ranged, melee and psychic attacks.   Attacks This means you can focus on just one of...