Classic Combat

Earlier this year, we released New Combat. After lots of testing, design, and market research, we’ve determined that New Combat wasn’t the best possible idea: combat resolution was confusing and it resulted in some not-fun games.

So, our marketing team hit upon a great idea: Re-release our previous version of combat, with a few cool tweaks, and name it Classic Combat. That “marketing the Coca-Cola way” course seems to have really paid off. 😉 Without further ado, I present Classic Combat:

A Whole New World (of Combat)

New Combat featured simultaneous resolution of attacks. This was nice, in that it was the most simultaneous combat system we could design, and it was the fastest combat resolution possible. However, it had a couple of flaws: It was so fast that it was hard to understand what’s going on, and it was simultaneous, so it created more drawn games than we’d like (and a draw in Nova Blitz is a double loss, so we really want to minimize them).

So, we’ve kept the part of combat everyone really likes (double-blind declaring attackers and blockers), and we’ve revamped the combat resolution. Now, each attack resolves on its own, one at a time.

Taking Combat Advantage

Since combat is sequential, someone has to go first. At the end of the action phase, the player who took the least time gains Combat Advantage. Then, in the combat phase, both players declare attacks as normal. The order you declare your attacks matters – that’s the order your units attack in.

When it comes to resolving attacks, the player with Combat Advantage resolves all their attacks first, then the other player resolves their attacks. So, if you want to ensure you get your attacks in before your opponent, you’ve got to play fast.

Now You’ve Gone And Done It

The “done” button is a key part of this. If you’ve got cards you don’t want to play, you can hit “Done”, rather than waiting for the timer to run down. This can help you bluff your opponent (maybe you don’t want them to know that you’re holding a card you can play). It also locks in the time you’ve taken, so if you hit Done before your opponent does, you’ll get Combat Advantage.

Trigger Warnings

We’ve also changed how attack triggers resolve. Previously, they resolved before the attack resolved. We’ve switched it around in this version, to have them resolve after the attack. We’re still testing this out; we might change it back, or make it context sensitive – we’ll see how people like it in the next demo build.

Testing Times

We’re going to be testing out this combat build with our core fans over the next couple of weeks, and then broadening out into a wider playtest once we’re sure we’ve nailed it, and we’re happy the server’s holding up. Look for more on that soon!