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- Apr 27, 2018
Development Diary #6
My Principality for a Realm! I'll start this post off by saying resource systems are hard, especially one as interactive as the resource system in Kingdoms of Immacus. Though the system works just fine as is, I wanted to clean the board up a little bit because the end game feels a little cluttered with 9+ domains on the board for each player. There's a lot of turning, twisting, and tokens flying about, and anything I can do to clean things up would be a plus. I decided to cap

- Apr 18, 2018
Development Diary #5
Send in the Fomenters! Kingdoms of Immacus has gone into play test warp speed, and with every play test, comes new mechanics or the removal of others. Some of these are major changes, but they are major changes that improve on a working game. If I were to release Kingdoms today (if the card's art was all painted), what you would have is a fully functional meaty strategy game to play. However, it isn't where I want it to be. My current feelings on the game are summed up by thi