Last blog, I mentioned that the change over to a specific deck for Napoleon, Blown Apart resulted in a worse game, with a sort of uncanny valley of feel resulting from the new deck and decidedly less interesting gameplay. I'll resist the impulse...
Last time, I talked about the success of providing players with visibility into their Reserve, and that it's time to start adding some real historical flavor into the game, an idea that I explored a little bit as one of my goals for...
In the previous installment of this series (and you can catch up on the entire series here), I made a few changes to the game, providing for more control for players around their Reserve forces, a boost to the player that's losing, and...
I'd like to take a step back from the details of game development in this series on Napoleon, Blown Apart to take a look at the goals of the project. I think a thing that has helped my games turn into something I...
In the last post, I talked about the initial tests and the first set of changes I'd made as a result of those tests. That post also explains the basics of how the game works to make it easier to follow along with...