Design Blog 21: Trait Tactics – Part 1

First up, lets make sure we all know what traits are.   Activation Every Combat Card has a single trait, which they gain when they’ve been upgraded enough times, and that trait improves as the card keeps being upgraded (you can tell how upgraded a trait is by the...

Design Blog 20: Faction drill down – Servants of the Emperor

First up, who are the Servants of the Emperor? As Combat Cards’ most diverse faction, it includes pretty much every ‘Imperial’ miniature other than Space Marines. Handily, that also answers question two – why not just call it the Imperial faction? Because...

Design Blog 19: First Time User Experience

This week we’re digging deeeeep into videogame design, looking at something called the FTUE. Besides sounding like a comedy sneeze, this is an area that’s important for all games, but absolutely critical for free-to-play games like Combat Cards. Strictly speaking, the...

Design Blog 18: Game dev focus – other key roles

So far we’ve had a game dev post about what it means to be a games coder, and we have upcoming posts on being an artist or a producer. We haven’t covered designers because I’m hoping you can pick up an idea of what their role is through all the game design posts...

Design Blog 17: Combat Cards at conventions

A couple of weeks ago we took Combat Cards to Insomnia 62, a video and board games convention (with a side in cosplay and general geekery) at the NEC. Along with a closed beta test and appearing on Games Workshop’s Twitch channel, Combat Cards is now starting to be...

Design Blog 16: Faction drill down – Necrons

This week we’re looking at probably the toughest of the Combat Cards factions – the Necrons. And by tough – yes, I mean they’re hard to kill, but also difficult to use with full effectiveness. So let’s explore why.   Toughness Miniatures in tabletop...