Building the Foundation: Core Systems and Structure
In this chapter of the Gambit design diary, Lead Game Mechanics Designer Fletch offers a deeper look into how the game’s vision is being translated into tangible mechanics—and why Gambit isn’t just another auto-battler.
Fletch wants to know, “What’s your favorite board game or video game based on a movie, book, TV show, or other IP?” Join the discussion on Discord and ask away!
Designing Backward From the Experience:
Fletch begins by outlining his approach: define the player experience first, then build the mechanics to support it. In Gambit’s case, the vision was already partly in place—an auto-battler-inspired battlefield where units march into combat, but with a strategic twist.
The Avatar Mechanic – Risk and Reward:
Gambit gives each player a faction leader avatar, who can move across the board and issue refined commands to units within a limited radius. The further you push your leader into battle, the more control you gain—but the greater the risk. If your leader falls, it’s game over.Balancing Control vs. Exposure:
Players can choose to hang back and let their units fight more autonomously (classic auto-battler style), or advance and maintain hands-on control. This introduces a compelling tension: how much do you trust your strategy… and how far are you willing to push?Gameplay Core: Cards, Focus, and the Hex Board:
Players will use cards and “focus points” to deploy units and trigger actions. The battlefield is a hex-based grid that supports terrain, spatial tactics, and dynamic gameplay scenarios.What’s Next:
Fletch hints at more unique identifiers and gameplay systems that support the game’s bold vision—promising further reveals in upcoming dev diaries.