Developer Blog

Written by Stu Maine – designer at Well Played Games – check in every Friday for the latest developer blog, covering:

  • The design decisions behind the gameplay
  • Tactics and tricks for each of the card Factions
  • Upcoming changes, events and the studio’s plans
  • Insights and behind the scenes at a games studio
  • A look at the Warhammer 40,000 references used
  • Warhammer 40,000 hobby content

If there’s a subject you’d like to see the blog cover or you have a question, get in touch via [email protected] and let us know.

Recommended Must See

Design Blog 79: Live updating new cards

Design Blog 79: Live updating new cards

Over the last couple of weeks you may have seen us adding Sister Amalia Novena and the Chaos Ogryn, Ordrogg, to the game. These appeared alongside other new cards, so to the public they seem just like anything we add to the game, but for us these were important...

Design Blog 38: Luck in Combat Cards

Design Blog 38: Luck in Combat Cards

Every now and again I like to discuss an area of ‘high level design’ - that is something which I, as a game designer, think is interesting and worth talking about, even if it won’t help you win battles. So this week I thought we’d look at where chance, luck and risk...

Design Blog 30: How Combat Cards fits into your hobby

Design Blog 30: How Combat Cards fits into your hobby

Something a little different today, so apologies if this is a bit rambling. Some friends and I visited Warhammer World (Games Workshop’s HQ, miniatures exhibition, gaming hall and cafe) recently, and this got me thinking. Y’see, the venue was packed - there was a...

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Latest News

Design Blog 89: The possibility space of Combat Cards – part 1

Today I’d like to discuss something called ‘the possibility space’ which - aside from sounding like a wicked sci-fi movie - is a game design term for everything it’s possible for you to do in a game. You can read plenty of articles on possibility spaces, but this one...

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Design Blog 88: September 2019 Q&A – part 2

Welcome to part two of this Combat Cards Q&A session. You can find part one here, where we covered photo’s, filters and factions. Let’s jump into the second half, starting with some TV: Inquisitor… Daniel asks if we’re planning to include any elements from Games...

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Developer Update: v27.0

Greetings Citizens, and welcome to another Developer Update. Version 27.0 is now available and includes a number of improvements and new features. I'd like to talk about these along with recent developments on connection, so let’s dive in! What’s New Account Linking -...

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Design Blog 87: September 2019 Q&A – part 1

A few weeks ago I asked people to send in any Combat Cards related questions, offering a copy of the limited edition Eisenhorn card for each one. Proving that A) people want to know stuff and B) people love free stuff, I got enough questions for two posts. So let’s...

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Design Blog 86: Missions – what and why

If you've taken part in the last couple of Campaigns you'll have seen our new, Missions feature, so let's take a look at how they work and why we added them to the game.   What It's probably easiest to do this by looking at how Missions and Campaigns work...

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Design Blog 85: A Tale of 13(ish) Painters – Final Part

Over the past 6 months we’ve been running our own version of White Dwarf’s classic ‘A Tale of X Painters' challenge at Well Played Games. 13 brave volunteers stepped forward and vowed to paint 10 Power / 100 Points of Warhammer 40,000 miniatures a month, culminating...

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Developer Update: v26.1

Greetings Citizens, and welcome to the first of what will be many updates detailing what has been going on with Warhammer Combat Cards. It's fair to say it has been a busy few weeks for the team following the global release of the game. We've been listening to...

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Design Blog 84: Global launch catch-up

Hi there. As we’ve just launched the game worldwide, I wanted to use this week’s blog to get new players up to speed, and give them and our veteran players a look at what we have planned for the game. Welcome If you’re reading this then I assume you’ve downloaded and...

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Design Blog 83: Upgrades, XP and wanting

  As I mentioned last week, I like to use these posts to let players know about changes we’re making to the game and - more importantly - to try and explain why we’re making them. I think the latter part is more important because players can understandably feel...

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Design Blog 82: The importance of ‘feel’

Long time readers will know that at Well Played Games we believe in being as open with players as possible. As part of that I often use these posts to call out current issues with the game, both to show that we’re aware of the issue and talk about why it’s present and...

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