For example, today we counted more than five hundred cards in twenty-three different types. Oh, it will be happening!
It is not easy to deal with it. I mean controlling the design, not the game - and maybe the game as well, but more on that later. In any case, Iron Seal is definitely different from previous designs. In the model layer, which we are working on now, it seems to be balanced between the logic and the player's ability to build the planned strategy and the unpredictability of subsequent moves, resulting from the details over which the player cannot control.
"Iron Seal" is not for everyone.
The multitude of cards - taking into account their number - is large, but thanks to this the game is to be addictive from the very beginning. Especially since we need to balance the introductory stage, where not much is happening until the player has achieved the proper status. That's the charm of the euro-games mechanics that is leading in the "Iron Seal".
During Easter, of course, we take a short break to return to work immediately afterwards.
Let the power of "Iron Seal" unite us!