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Arcs

Arcs | The Official Development Kit

It's our pleasure to share with you all the official development kit for Arcs. Pretty much every icon and card template in the game (and the campaign game) can be constructed with the assets in this kit. If you've ever wanted to make some custom art for your favorite guild card or try your hand at crafting a plotline, you'll find everything you need here. In addition, we've included an InDesign file features most of the game's paragraph styles and a PDF that explains how to put the files together.

Designer/Developer Diary, Kickstarter, Root

Root: The Homeland Expansion | Design Diary #5 - Knavish Behavior

Throughout concepting the Homeland Expansion, the question loomed: "What's the other thing in the box?" In each big expansion, we try not to just add more of the same, but something fundamentally new. Riverfolk included our earliest attempt at a bot. Underworld had new maps along with a new piece type that would become the landmarks. Marauder introduced hirelings and advanced setup.

Designer/Developer Diary, Root

Root: The Homeland Expansion | Design Diary #4 - Fresh Terrain

Hey everyone, I want to give you a quick peek at the maps and how we’re thinking through them as we spin up their development. I’m so glad to see all the excitement for the Homeland Expansion, and I’m looking forward to seeing your reaction on launch day.

The Homeland Expansion will be the second time we’re adding new maps to the game. It includes two new maps: the Marsh map and the Gorge map.

Designer/Developer Diary, Kickstarter, Root

Root: The Homeland Expansion | Design Diary #3: The Twilight Council

Sickened by the enduring conflict, the Twilight Council hosts assemblies to end the war, bringing together all the Woodland from the lowliest mouse-in-a-sack to the mightiest hawk with a royal claim. The assemblies emphasize political connections over pure numbers of warriors, pushing the factions away from bloody battle and toward heated debate. As the Council progresses in their mission, they can declare edicts to change how the assemblies work, manipulating their enemies’ incentives and actions.

Designer/Developer Diary, Kickstarter, Root

Root: The Homeland Expansion | Design Diary #2: Old Faces and New

Throughout history, diasporas have played a critical role in societies and their politics. Because of their precarious position, they have been used and abused by monarchs, empires, and hegemonic cultures, whether through labor exploitation, use as a political wedge, or scapegoating. So it’s about time that they got their due in Root, in the form of the Lilypad Diaspora. In case you’re not familiar with them yet, here’s how I pitch them:

Designer/Developer Diary, Root

Root: The Homeland Expansion | Design Diary #1 - Coming to Kickstarter October 22, 2024!

I started to ponder the expansion: what part of Root was I interested in exploring? Here’s what: Root is a living, breathing ecosystem because of the Woodland. The factions are not self-contained—they rely on the creatures of the Woodland to accomplish their goals. The Marquise works (and Overworks) the Woodfolk, the Eyrie enact their Decree through Woodfolk advisors and notables, and so on. You, as the faction leadership, are nothing without the Woodfolk. So, I first wanted to focus on this multiple, fractious nature of the factions.

Designer/Developer Diary, Oath

Oath: New Foundations | Design Diary 6 - The Arcs-ing of Oath

In the first diary I wrote for New Foundations, I described how many ideas for this expansion came out of the process of making Arcs. In the same way that Oath’s development had seeded Arcs’s design both thematically and mechanically, the development of Arcs had done likewise with New Foundations. This virtuous circle is pretty rare for me. Mostly I feel like I work against myself. Each game tends to be a reaction against the project I just completed. Oath and Arcs are perhaps the lone exceptions to this rule. The designs sometimes seem like they are speaking to one another. They don’t agree about everything, but they also haven’t resorted to shouting at each other, yet.

Designer/Developer Diary, Oath

Oath: New Foundations | Design Diary 5 - Empires and Difference

The early development of Oath was a very frustrating, protracted experience, and not something I’ve written much about. Partly, there’s not much to say. While the origins of the design go back very far, I only started working on the game that would become Oath (originally called Saga) during the year after Root’s release. For months, it bore hardly any fruit. With Root, I had benefited from a very clear design prompt from Patrick. Oath could be anything and was, consistently, amounting to very little. Thankfully, I was able to earn my keep during these months by helping out on Vast: the Mysterious Manor and the wave of new Root expansions that came with Underworld.

Designer/Developer Diary, Oath

Oath: New Foundations | Clockwork Design Diary 1: The Queen is Dead, Long Live the Queen

It won’t seem like it during this campaign, but Richard Wilkins (aka Ricky Royal) and I have been working on Oath in one way or another for almost a year. I first got a text from Cole in late June 2023, just as summer school was winding down, asking if I would like to work with Ricky to co-design a new solo/co-op mode for Oath. I am fairly certain my response was “Hell yeah!”