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DUELS OF FATE: TACTICA

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OVERVIEW

 

​DFT is a 1VS1 tabletop, trading card game that takes place on a 20x20 grid. ​

 

The goal was to make a 30-minute tabletop experience and encourage the player to experiment with different deck and Unit combinations. As I tackled the challenge of conveying extensive amounts of information on limited analog components, I learned how sometimes limitations can influence design.

My Role:

Sole Developer

A GLIMPSE INTO THE  TALE

  • Diverse Gameplay: I created and balanced over 30 different Units, and over 50 different Spell and Trap cards.

  • Unit Synergy: I introduced diverse unit archetypes with unique abilities that combo with others, enhancing strategic depth.

  • Limitation Influence Design: I embraced design constraints by utilizing colored tokens to represent unit health percentages, effectively conveying fluctuating health statuses without additional tracking tools.

  • Refinement: By balancing gameplay elements, I achieved sessions that consistently lasted the intended 30 minutes.

The Full Story

The concept for DFT originated as a hybrid between a trading card game and a board game. Players would collect cards separately to create personalized decks, then engage in 1v1 duels on a 20x20 grid, using the deck and unit tokens to battle. I quickly developed a strong vision for the game and started writing the Game Design Document, focusing on the mechanics and explaining the rules.
 

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In this game, players move units on the board while drawing from their deck each turn, with decks containing a mix of Spell and Trap cards. Spell cards give advantages and can be used at any time, while Trap cards hinder opponents in response to specific actions.
 

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One design challenge I faced was ensuring the fluctuating health of units could be more easily and intuitively discerned. To solve this, I introduced a system of colored tokens (red, orange, green) to represent health percentages. Green tokens indicated a unit was at 66-100% health, orange for 33-65%, and red for 0-32%. This system allowed both players to quickly assess the health status of every unit at a glance.
 

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Another challenge was the lack of interactivity among units. To address this, I introduced different unit archetypes, each with unique abilities that encouraged strategic depth. For instance, a Necromancer unit could revive fallen units at the cost of a resource, while a Zombie unit gained attack points upon resurrection. I designed over 30 units with unique abilities and over 50 Spell and Trap cards to create combos that enhance strategy and playstyle variety.
 

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The final product offered a dynamic and engaging experience, with players spending time outside of duels to collect and customize their decks and units. The game balanced depth and simplicity, offering both casual players and dedicated strategists an exciting and rewarding experience that lasts around 30 minutes per session.

Game Loops

Before a Duel

During a Duel

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Outside of the game, the player spends time researching, collecting, and drafting.

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During a duel, the player uses their custom deck to execute their combos.

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