When we last left things, I was optimistic with my Durak-derived system of battle resolution, with the back-and-forth of a Durak bout (which I called a skirmish) capturing some of the dynamics I wanted in the game. There were some problems with it, and I...
In the last design blog, I talked about swapping out the straight trick-taking of the previous versions of the game with something adapted from Durak, a trick-taking game popular in Russia based around "bouts" of back-and-forth card play. The new version of Napoleon,...
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...