Design Blog 118: Exploring alternate deployment

Design Blog 118: Exploring alternate deployment

A couple of weeks ago I mentioned that we were looking at alternate ways to begin battles, rather than the AI deploying three cards and then the player placing three of theirs. So this week I thought I’d explore what some of the alternatives would actually mean to the...
The Well Played Games Warhammer Hobby Blog – April

The Well Played Games Warhammer Hobby Blog – April

Welcome to the another instalment of the Well Played Games Warhammer Hobby Blog! This last month has been an interesting one with self-isolation giving us all a bit more spare time to get some hobby done, so let’s dive in and see what the team have been doing....
Design Blog 117: Attracting players – UA spotlight

Design Blog 117: Attracting players – UA spotlight

A few weeks ago we ran a spotlight on how our artists work on the concepts for new traits, so this week we have another spotlight, this time on ‘User Acquisition’. No idea what UA means or why it’s so important to a game like Combat Cards?...
Design Blog 116: Precise wording in traits + special rules

Design Blog 116: Precise wording in traits + special rules

Contrary to what you’d expect, life as a videogame designer is only 50% casinos, car-chases and throwing henchmen off the Eiffel Tower. The rest of the time is spent discussing incredibly specific details about how pieces of our game should or should not work....
Design Blog 115: Perfect Information in Combat Cards

Design Blog 115: Perfect Information in Combat Cards

I wrote about randomness in Combat Cards way back in the carefree, could go outside and lick anything we wanted, days of blog post 38. This week I wanted to expand on that by looking at ‘perfect information’, and what that means to videogames. Intimidating A game has...
Design Blog 114: Improving traits – art spotlight

Design Blog 114: Improving traits – art spotlight

Alongside the new feature work we have underway, our art team is looking at improving the traits used by cards when you deploy them to the battlefield. Rather than me trying to explain what we’re doing here and why, I asked our concept artist, Becky, some questions:...