
Major Rules Rewrite
During playtesting I kept hitting moments where you couldn’t just look up a rule and move on. You’d look up one thing, realise it depended on something else, and then find that depended on something else again. What should have

During playtesting I kept hitting moments where you couldn’t just look up a rule and move on. You’d look up one thing, realise it depended on something else, and then find that depended on something else again. What should have

Copying the rulebook from Google Docs into Affinity Publisher has been slower than I expected. Part of that is the layout, and my perfectionism. But a big part is probably that I was a bit too eager when I first

While laying out the rulebook in Affinity Publisher, I’ve found a small issue with some of the Omen cards. Omens are passive effects. They sit there waiting for certain conditions: cards being discarded, cards changing hands, the board reaching a

It’s been a while since my last update, but I’ve been working on Nobles & Glory in a very different way. I’ve moved into layout and publishing using the free Affinity Publisher, and I’ve been surprised by how much I’m

I’ve hit a milestone with Nobles & Glory: the rules are at the point where only more playtesting will decide what changes next. After years of designing, rewriting, pruning and layering in the theme, the core rulebook, flavour text and

There’s a mechanic in Nobles & Glory that won’t get much attention in the rulebook, but once you notice it, you’ll see how much it shapes the game. It’s deckbuilding, though a slower, more organic kind than the market-row, custom-deck

Well, I thought I was nearly there. The rules were nearly in place, playtesting was going smoothly, and then, classic, I stumbled into an issue that’s going to set me back a bit. It turns out Nobles & Glory suffers

The flavour text is done, and that feels massive. It means I’m closer to finishing the game, and it was also one of the parts that mattered most to me. The rules are the bones, but the flavour is what

Every designer of a historical game probably dreams of leaving the modern world behind for a while and walking the cobbled paths of another age. Recently I got to do just that, spending time inside the walls of Kryal Castle,

When I first started thinking about how to illustrate the rulebook for Nobles & Glory, I was torn. Public domain medieval art felt incredibly authentic, since these images were made by people who actually lived in the world my game