War Command's Board and Rules: The Power of Freedom

When designing War Command, we thought a lot about the things that frustrated us in traditional CCGs and strategy games. One concept we really wanted to bring to the surface is strategic freedom: the ability to enact your own tactics unhindered by the game's design. To us, this meant avoiding rules that set specific progressions for every turn, and doing everything we could to preserve the feeling of a battle being open and free-flowing. 

In War Command, there are two things that allow us to do this: the game board and the rules regarding a player's turn. The game board's influence on tactics is simple: 42 tiles for players' characters to maneuver on is plenty of room to advance, retreat – and of course, attack. It keeps the range of strategic options broad at any time, forcing players to consider which option is most worth it; should you open up your offensive with your strongest character attacking with his strongest attack card, or would it be wiser to keep him in the back, waiting for that crucial support card or position on the board?

It plays right into the game's rules: open game board, open game rules. A player gets three moves per turn: do whatever you'd like with them, in whatever order works for you. Want to push someone forward and attack before bringing in a spell card for support? Go ahead! Want to attack three times with three different characters? That's fine! War Command is built on the idea of contextual tactics: in other words, cards can be played at any time, in any order to maximize strategic value. Drop a card that doesn't help as much as you thought, and need to retreat for a bit? Go for it – the battlefield is yours to command, we're just providing the tools. There's no central fighting location or set of rules distinguishing when during a player's turn, one can attack: it's as simple as moving into position and executing. The only strict limitations are that a single card can't complete the same action twice in one turn, and that if you don't use all three actions in your turn you may not draw at the end of it.

Both of these attributes help keep every War Command match unique and ever-changing: when you can't predict what's waiting around the corner, or even when you will reach it, every card drawn and die rolled becomes a dramatic moment of war, a time where anything can happen, and anyone can win.