DESIGNING: BLOOD, PROFIT, AND GLORY – PART 2

DESIGNING: BLOOD, PROFIT, AND GLORY – PART 2

In this week’s installment I want to talk about designing the Synthien. In BPG, the Synthien got a couple of very powerful new players and a couple of other cards that really round out their utility and give deck builders a lot to chew on...

DESIGNING: BLOOD, PROFIT, AND GLORY – PART 1

DESIGNING: BLOOD, PROFIT, AND GLORY – PART 1

It's been a couple of weeks now since Kickstarter backers got their hands on Blood, Profit, and Glory. I now want to take an in depth look at the pack and talk about the design choices that we made and some that were made for us!...

FACTION DESIGN – THE JOTUNE

FACTION DESIGN – THE JOTUNE

This week Jesse talks about how the Jotune became what they are today in the final version and what differs their faction from the other factions of the game. How lore effected their design and what their belief systems are. If you are interested in learning more, be sure to read the article!

DESIGNING THE BATTLE – KEYWORD VALUE – FEATURING FLIGHT

DESIGNING THE BATTLE – KEYWORD VALUE – FEATURING FLIGHT

Last week I wrote an article laying out the power of BARRAGE, and how it can quickly change the shape of an opponents sites. These week's article features another powerful keyword – FLIGHT!

DESIGNING THE BATTLE – KEYWORD VALUE – FEATURING BARRAGE

DESIGNING THE BATTLE – KEYWORD VALUE – FEATURING BARRAGE

The Designing the Battle series is all about taking an indepth look at the mechanics of Battle for Sularia. In this weeks article Jesse discuss's the keyword value BARRAGE and how it can drastically alter the landscape of your opponents sites. 

DESIGNING THE BATTLE: THE ATTACK PHASE – PART 2

DESIGNING THE BATTLE: THE ATTACK PHASE – PART 2

This is part 2 of the Attack Phase. We will get into effects, timing, and actions in this article. It is highly recommended that you read the previous articles in the series before continuing.

DESIGNING THE BATTLE: THE ATTACK PHASE – PART 1

DESIGNING THE BATTLE: THE ATTACK PHASE – PART 1

In this article we will start discussing how to compose attacks against your opponents and how to deal damage to them. This is the first part of the attack phase article, and we will break this down into two segements over the next few weeks.

DESIGNING THE BATTLE – THE COMBATANT PHASE

DESIGNING THE BATTLE – THE COMBATANT PHASE

Learn the steps of the combatant phase in this article. This article is written to give an in depth look at the steps of the combatant phase. It is part of a series of articles in the Designing the Battle series.

DESIGNING THE BATTLE – SULARIUM PHASE

DESIGNING THE BATTLE – SULARIUM PHASE

This week's article in the Designing the Battle series is all about the second resource in Battle for Sularia.  Sularium is the lifeblood of the entire game, the planet is named after it.  This article will teach you about sularium generation and the sularium pool.

DESIGNING THE BATTLE – REST AND DRAW PHASES

DESIGNING THE BATTLE – REST AND DRAW PHASES

In this weeks article Designing the Battle, I will discuss the Reset and Draw phases of the turn.  Learn the official rules through this blog and be sure to check back again to see what we have in store in the coming weeks...

MERCENARY

MERCENARY

Mercenaries do what they want. It was that way before the Fracture, and it’s definitely that way now. For some it’s greed, for others it’s power, and for some it’s just for fun! Sularia is one messed up world. While there are at least two opposing factions on Sularia, there will be mercenaries waiting to capitalize on it.

THE BATTLE BEGINS

THE BATTLE BEGINS

It’s been ages since the Synthien revolted from the Jotune and vanished out into the wastelands of Sularia. The Jotune had created the Synthien to be their labor force. In their arrogance, the Jotune never anticipated their artificial creations to become self-aware and rebel against their commands...

DESIGNING "THE BATTLE BEGINS" STARTER SET – AKA – BATTLE KIT

DESIGNING "THE BATTLE BEGINS" STARTER SET – AKA – BATTLE KIT

Hey everyone, welcome to my weekly update Designing the Battle. I hope to approach our design process very openly and candidly. In turn, I hope you get to see how we make decisions regarding design considerations for just about everything. This week I want to discuss how we developed The Battle Begins battle kit...

DESIGNING THE BATTLE – THE ATTACK

DESIGNING THE BATTLE – THE ATTACK

Attacking in card games is the primary damage mechanic.  Combat in general is where most of a game’s interaction really occurs.  This isn’t always the case though. Certain deck designs may purposefully avoid combat in favor of direct damage or tricks to defeat your opponent.  While tricks may be good for kids, we are going to talk about the meat and potatoes, combat.