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Analogue
Games
Warreign: Duels
-6 unique Heroes to choose from, called Hero Duellists.
-Each Hero Duellist encourages a different playstyle.
-Have tense battles that it comes down to just one more Hit needed, where it could have gone both ways.
-Replayability at any player count, from 2 to 6.
-Simple card game mechanics, involving Stats like Combo, Speed, Hit and Block.
-Highly balanced for multiple player count.
-Less fiddly with double-sided Status Tokens.
-Multiplayer rules to balance players ganging on another player.
-Has the portability a card game brings.
-Win the game by being the only surviving Hero Duellist on the board!
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Warreign: Duels
Quartermaster: Knight
-15 different Weapons, each balanced in terms of Attack, Defence, Range, AP and Hand.
-Interesting mechanic of Range in determining who attacks first, as well as determining who gets to discard cards dealt through damage.
-Attack, Block, AP mechanic, with Block reducing Attack, and AP reducing Block.
-Highly tactical, based on gameplay, with attacking the Hand in many cases more severe than the Deck.
-To balance that, every player draws 2 cards at the start, instead of the end, and should the Opponent be discarding from your Hand, he does it randomly.
-Life itself is Deck, in other words, the more you draw, the faster you die, but the more gameplay options you have.
-Overall simplistic Duelling Card gameplay system.
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Quartermaster: Knight
Quartermaster: Mage
-Highly interesting twist to the Quartermaster gameplay.
-Instead of 15 different items in your arsenal, wield and combine 5 different Elements, with the same goal of depleting your Life, which is your Deck.
- A total of 36 different Elemental Combinations, ranging from Base, Fusion, Composite, Compound, and Etheric.
-The same mechanic of combat gameplay loop as in Quartermaster: Knight, and like its brother, is a standalone product, that you must buy several copies off to actually be able to play.
-Might in the end be a stretch goal when Kickstarting Quartermaster: Knight.
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Quartermaster: Mage
Battleship: The Card Game
-Unique resource system called Activations.
-Every Ship Card starts facedown, providing Activations as long as they remain facedown.
-Each facedown Ship Card can use multiple Activations to Move once in a Turn, but can only Activate once for Attacking.
-When Attacking a facedown Enemy Ship Card, choose a Colour, either Black or Red, and a Ship Type from the 10 different Ship Types.
-Based on which is correct, several different results happened.
-Combat after revelation requires a card to be placed on the Attacking and Defending Ship from their respective players, then adding the three Stats of Firepower, Armour and Manoeuvrability.
-The first comparison is the Manoeuvrability comparison, to see which opposing side Attacks first. If it is a tie, both Attack simultaneously.
-The second comparison is the combined Firepower value of the Attacking Card and its flipped Card, subtracting from the combined Armour value of the Defending Card and its flipped Card. Should it be positive Damage, deal that amount to the Defender, then do the same with Defender Attacking the Attacker.
-Every Ship Type has different Stats as well as Passive.
-There are Suit Powers too.
-The goal of the game is to secure all 5 Portside Seazones of the Enemy, while destroying all his on Map Ships, preventing him from Deploying at all.
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Battleship: The Card Game
Animal Kingdom Duels
Animal Kingdom Duels
-Play as Wild Animals duelling out in the Jungle Kingdom!
-Choose from 8 different species of wild life, Lion, Tiger, Elephant, Rhinoceros, Wolf, Eagle, Crocodile, Snake, each with their own playstyles.
-Highly unique combat mechanics, where your to-Hit rating is fixed, but you can modify both yours and the Enemy when rolling the D6 for the Agility Comparison. For each difference between the two D6 rolls, you can modify either your Hit or the Enemy's Hit by 1, making you either harder to Hit or more accurate.
-We feel this very realistically displays an actual fight between animals in the wild.
-There are two ways to win in this game, first, by Killing all Enemy Animals, or second, by Milling the Enemy's Deck twice.
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Warreign: Tribes
Warreign: Tribes
-By genre, something I usually do not try to even design, given my distaste, so this is something new and unique.
-It is a Civilisation Game with Worker Dice Placement Eurogame mechanics, and a strong theme of military, just like how I like my games.
-There are 5 different types of Structures, which is the economy management part: Political, Residential, Economical, Military, Technological.
-Political governs your Hero Tribalist, the leader of your Tribe, for which there are 6 races.
-Residential is your first Resource, basically the availability of Workers, you roll a D6 for each, and the results scored is the number of available Economical Dice.
-These can then be used to be spent on Military and Technology, but each roll used will expend 1 Resident Die for Military, and 1 Economic Die for Technology.
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