The newest card model was introduced last week. It had many first-time elements incorporated that are directly related to the game mechanics and the game board, so today, let’s take an overview of what is the game going to be about.

At first, the idea was to have an original card game. After research was conducted about a handful of other digital and physical card games, adding board mechanics felt like it could bring some good elements to the game. The initial concept for this had a card positioning synergy system, in which card placement would matter throughout gameplay. A simple six by six cells board was the first prototype, somewhat resembling a chess board.

Each player would be able to place their summoned units in any of the cells by their side of the board. With this first prototype, once again, chess played its role in influencing what the game would become and a movement system to the units was created. The addition of terrain obstacles also made its way into the mixture, so the board layout itself would also influence units’ positioning. The movement system also implied units would need to have an attack range and a target or area to attack and another to defend.

The next step was to determine winning conditions. With the current way units would function on the board, it made sense to have an area controlled by each player, which would be targetable by enemy units and have hit points. Once running out of them, the game is over, and whoever has their defending area still standing, wins.

The game is going to have a three-tier unit system: Gods, Heroes and Basics. None of these are meant to be overpowered, and instead, have very specific functions throughout gameplay. Gods sound important by themselves, so what better way to make players value them but by turning them into objectives themselves? Besides their unique characteristics, which will be discussed in the following diaries, players must be very careful with how they control them. Should a player carelessly allow for more than a single of their gods to be slayed, it will also lose him the game.

With all these mechanics thought, the movement system made it very clear that a larger board would be needed. Another decision made was regarding the shape of the board tiles. Since the synergy system would work through the placement configurations between units and their attack ranges would differ, hexagon tiles seemed to make for a more comfortable visual player experience.

This board representation is still a draft of what it is going to become. It still needs visual improvements and stylization, but we’re working to make it fit with the rest of the game aesthetics and provide the best immersion for the battles to come.