Creating a card game: Battle Tactics
Creating a card game often starts with an unexpected idea, and that’s exactly how Battle Tactics: The Card Game was born. In this post, I’ll share the journey of how this pocket-sized, fast-paced card game came to life—from its initial concept.
BEHIND THE BOARD: GAME DEVELOPMENT INSIGHTS
jTill
11/30/20243 min read


The idea for Battle Tactics: The Card Game came to me unexpectedly, and it still makes me smile when I think about it.
At the time, I was deep into developing my first heavy game—a sprawling adventure where players discover new lands, gather resources, and face off against monsters and each other. One of the design challenges I tackled was creating a compelling 1v1 combat system, especially in a multiplayer game.
The Problem with 1v1 Combat in Multiplayer Games
A common issue with 1v1 combat systems in multiplayer games is player downtime. While two players are locked in battle, the others are left watching, waiting for their turn, and perhaps strategizing their next moves. It’s not ideal, as it slows down the pace of the game for everyone else.
I admired the betting mechanic in The Witcher: Old World, where other players could bet on the outcome of a fight. It’s a clever way to keep everyone engaged, but for my game, I wanted the combat to be as fast and efficient as possible.
The Birth of Battle Tactics
For the heavy game I was designing, I introduced a special concept: Battle Tactics or Maneuvers. The idea was that each player would start with three tactics cards and could acquire more through purchasing or trading in the game’s marketplace.
The combat system worked like this:
Two players in combat each placed three Battle Tactics cards face-down, representing their army’s left flank, center, and right flank.
Once revealed, the cards would resolve head-to-head using a simple rock-paper-scissors system.
The system felt perfect for the game—simple, fast, and thematically consistent with the broader mechanics of maneuvering armies on a board. After creating five distinct types of tactics cards and testing the system with a friend, it worked remarkably well. The adjustments were minimal, and the combat system felt intuitive and satisfying.


From Combat Mechanic to Standalone Game
While testing the combat system, a new idea emerged: what if this mechanic became a standalone game? A small, fast, and easy-to-learn card game that could fit in your pocket—perfect for quick play sessions on a plane or in a café. I loved the concept of a compact, affordable game with matches lasting just 10 to 15 minutes.
Thus, Battle Tactics: The Card Game was born.
Designing the Cards
From previous experience, I knew that manufacturing efficiency often revolved around specific deck sizes—40 cards being a sweet spot. This led to the following breakdown:
34 Battle Tactics Cards: Five types—Main Assault, Outflank, Encirclement, Fortify, and Tactical Retreat.
2 General’s Cards: To track morale and round structure.
4 Rule Cards: Replacing the need for a separate rule sheet.
I designed each Battle Tactics card to be self-explanatory, with the resolution printed directly on the card. This ensures players don’t have to reference a rulebook mid-game, streamlining the experience.
To add strategic depth:
Fortify remains on the battlefield for the next round.
Tactical Retreat allows players to return the card to their hand, offering flexibility for future moves.
Gameplay Mechanics
The gameplay is designed to be fast and straightforward:
Each player starts with five cards.
At the beginning of each turn, players draw three more cards.
This creates a tight limitation:
40 cards total.
10 cards drawn at the start, leaving 24 cards in the deck.
Players draw six more cards per round (3 each), allowing for four rounds before the deck is depleted.
The game ends when:
One player’s morale drops to zero (out of six), or
The deck is empty.
If the deck runs out and neither player’s morale reaches zero, the player with the higher morale wins. In the case of a tie, the discarded cards are reshuffled into a new deck, and play continues until there’s a clear winner.
Playtesting and Reception
Playtesting has been a critical part of refining Battle Tactics. My friends enjoyed the fast-paced gameplay, and their feedback helped tweak small elements like card effects and endgame rules. While the initial tests have been positive, the true test will come when the game enters the broader tabletop gaming market.
Battle Tactics: The Card Game represents an exciting step in my journey as a game designer. It started as a solution to a combat challenge in a larger game but grew into a standalone project with its own identity. Now, I’m eager to see how the gaming community responds to this quick, tactical card game designed for easy play and endless fun.

