Welcome to a series of posts about the design and development of Blight Chronicles: Agent Decker, the expanded official release of Agent Decker, published by Board & Dice.
Agent Decker’s campaign is designed around a sequence of five missions.
The good part is that they give the players new objectives along the way, forcing them to adapt as they’re gradually forced outside their comfort zone. The bad part is that this only works once. Once you know the missions and how to beat them the mystery is gone and you can prepare for them in advance.
The design for Blight Chronicles started from that very problem and arrived at different solutions, for three reasons:
- Story: While it seems subtle on the surface level it is an important part of the process because it informs the design of every card.
- Progression: The feeling of progression where you’re gradually facing stronger obstacles as your gear (hopefully) improves.
- Relevance: The original Agent Decker files are still available online and Superhot: The Card Game is in stores, so why would you play this one instead?
The obvious solution to increase replayability was to leave the obstacles deck untouched and simply increase the amount of goals you need to complete. Instead of a fixed sequence of 5 missions you would have multiple goals for each mission. During setup you shuffle their pile and draw one for each – face down so you can’t fine tune your deck in advance.
The thing is, this time I am not designing alone.
This is a co-design with Matt Dembek, who was so inspired by the original game that he wanted to expand it in pretty much every aspect. I can’t wait to tell you what we’re working on, starting with how we changed the missions.
Blight Chronicles: Agent Decker is coming to Kickstarter soon!