Design Blog 46: AI improvements

Among the many, many areas we’re adding to and polishing (this is a long-term game we’re planning to support for years to come) is improving the AI opponent. But what does ‘improving’ mean in this case? It’s an interesting question because in some ways we’re actually...

Design Blog 45: Our favourite miniatures

I’m aware that these posts can sometimes get a little theoretical, and focus on high-level game design over Warhammer 40,000 related topics. So I thought it would be fun to talk about something a bit lighter this week.   Personal I’m pretty sure that everyone...

Design Blog 44: Warlord special rules 5

This is the fifth and final (for now) look at Warlord special rules (here are parts one, two, three and four). This post covers the final factions, plus notes on the visuals behind the special rules, and how we choose new Warlords. Onto the rules:   Servants of...

Design Blog 43: Points balancing round 1 – Warlords

I’ve written about each cards’ points value before, but our latest update to the game is the first time we’ve changed the points of existing cards. So I thought I’d run through the what and why of those changes.   What We decided to focus our first round of...

Design Blog 41: What does a publisher mean for Combat Cards?

As you may have seen on our Facebook page, we recently announced that Combat Cards is being published by Flaregames. But for anyone playing (or looking forward to playing) the game, what does that actually mean?   Terminology First up, for anyone not familiar...

Design Blog 40: Back of cards – the design process

I’ve talked before about why we add new features to Combat Cards, but thought it would be interesting to look at how we do it. As a designer, I won’t be covering the technical side of coding the feature, creating the art assets, etc. – just talking about the...