Development Update #2

These last few weeks I have continued my research into Kickstarter, marketing and publishing for releasing a board game. I have been reading a few different websites and many different forums related to Kickstarter processes, and the board game industry. You can read some of my findings

I have also uploaded the company, myself and War of Supremacy onto boardgamegeek. This is the biggest gaming website and will be good to get both the company and game details on there. Here I can start a development blog and hopefully start getting some publicity.

War of Supremacy

As well as research, a lot has been done on War of Supremacy since the last Development Update. Below are the key points to be updated.

Rules and How to Play

The rules/rulebook is still being worked on. I hope to put this online to show people how to play. This will be coupled with a print and play version for people wanting to test the game. Most of the rules are in the document, it just needs to be formatted more efficiently.

I have also been looking into doing a How to Play video. There was a couple of ways to do this

1: Video myself with actual cards.

2: Use a video editing software coupled with real video footage

3: Use a game engine like Unreal to simulate the game and use a voice over to explain the rules.

I think the third option is the best solution. Using the engine allows cards to be easily displayed both on the table and up close. The animations are quick and can easily be scripted or changed if needed. I also have a friend that is master of Unreal, so hopefully he can help me out.


All art for the starter set has been assigned to artists. Not many images are left to be done.

Graphic Design

The graphic design for the card layout of the initial 8 races (including neutral) has been complete. These look amazing. Thanks Roman. Have a look below.


Player Balance

I had a few friends around for a playtest on the weekend, in which a few games of War of Supremacy were played. There were a few rounds where there were only a few players, but then a round with six players. The games with a few people (three to four) went nice and smoothly and quick; feeling how it was designed and should be played. However, when there were six players, I found that people were not staying focused on the game, people were losing track on what was going on and there was too long between turns. For this reason, I am going to make the game two to four (possibly five) players. With this amount, everyone is still engaged and knows what is going on. You can also interact with people easier, forming alliances or creating enemies.

I think the balance of the cards are fine. Some people struggled finding card combinations to defeat the current defence. I don’t see this too much of a concern, and will allow better players to have a higher chance of winning. Beginners still understood the main concepts, just struggled to see the potential of cards.

Point System

I am wanting and waiting to test out a point system with the cards to tie in multiple rounds. The thought I have is that the player who wins takes zero points. The rest of the players count up cards in their hand. For example, a Legendary could be worth 50 points, whereas a common only 5. The player with the least amount of points is the winner. We shall see how that goes with less people and therefore more rounds played.

Test Day

The test day was fun and got some good feedback. As well as WoS, people played a few games of Heroes of Mahlor. People seemed to really get into it; enjoying casting spells and attacking at opponents, while getting annoyed if they were targeted.  The balance seemed pretty good with the Heroes played and the new gameplay changes. Obviously there still needs to be a lot more testing, but HoM is looking really promising. There were fights and laughs and everyone had a positive experience at the end of the day.

Check out some of the images below of people playing HoM:

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