Design Blog  91: Vengeance of Sekemtar and live-ops

Design Blog 91: Vengeance of Sekemtar and live-ops

I’ve talked about how we select cards to be Warlords and bodyguards before, but this week I wanted to focus on our Necron faction as an example of Combat Cards’ ‘live-operations’. Live-ops is what we call the servicing and updating of a ‘living’ game, where we...
Design Blog 90: The possibility space of Combat Cards – part 2

Design Blog 90: The possibility space of Combat Cards – part 2

Welcome to part two of this look at what designers call the ‘possibility space’ (part one is here). Last week we discussed ‘width’, so this time we’ll cover the other axis – ‘depth’, and wrap up with a look at what all this means to Combat Cards.   Depth On...
Design Blog 89: The possibility space of Combat Cards – part 1

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

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

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...
Design Blog 86: Missions – what and why

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...