In Part 1 I discussed various ways on how to design better heroes, but this time I want to discuss how to create a more interesting game by breaking it. A classic way to spice up games is to set general rules for the game, and then have something be able to break that rule.
In Starcraft, all units are either ground units or air units. So they added the Viking, which can switch between modes. This is similar to Dota 2’s Troll Warlord who can swap between ranged and melee. All Dota units die when they run out of health, so they added Skeleton King who respawns on the spot when he runs out of health, provided the ability is off cooldown. Some of the cards previously shown on this blog break the game, but ideally you want cards that break the mechanics in unique ways. Only they can do what they do. Now remember to focus on the ideas, any variables can be altered to achieve balance.

These cards are all focused on manipulating the gameplay phases of the game. Ordinarily, you have the same phase order every game. This lets you change it. Repetition allows you to theory-craft and build decks around the idea of the Pre-Action phase. Lucent Beam, Jinada, Mist of Avernus and Ignite are all examples of things that can be repeated by using this card. Instead of a simple stat boost which many cards are, this allows you to synergize in new and interesting ways. Every time new cards come out you can revisit the old cards to see what has changed, many stat boosts don’t allow you to do this.
But these are very minor changes, why not do something a tad more extreme or creative?

Mr Reverso is the spice of life. Suddenly you are now starting with Lane 3 and ending with Lane 1; it completely changes the value of lanes. You might now be Paydaying in Lane 1, and focusing your heroes on Lane 3. It shakes up the game in an insane and unique way. If you’re really clever it might all be an elaborate ruse as you intend to use a second Mr Reverso next round to put it back to normal now that your enemy has deployed so many heroes into Lane 3. Likewise, both Frosty Fusion and Double Step have some interesting concepts that change the game.

Once you start going down the path of going crazy with how the core game functions you realise there are so many more options that can be done. Morphling allows the Cloak that gives +4 hp to end up giving him +4 attack, but suddenly he’s very low HP. Perhaps instead you equip a Stonehall Cloak which gives HP every round. You eventually swap the stats to create a giant glass cannon who deals incredible tower damage. You will want to figure out the best way to abuse cards and items, as 1 attack damage is more valuable than 1 hp. This hero example is a pretty simple way to make a stat changing ability interesting. It allows you to make strategic decisions while interacting with other cards and abilities in enjoyable ways. Ultimately cards should be more unique, and more crazy. These are a bunch of cards that change how certain parts of the game are done.
One of Artifact’s many problems was dull card design. Using the ‘break the game’ concept you can create an endless stream of vastly more interesting cards, many of which feel nice to use.





