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Play Codex

We'll playtest the card game Codex, still in development. If you're new, it's a good time because there is now a new, simplified "intro game" available to try. If you've played before, there's several changes to the main game, and you're also welcome to watch.

This is a very important thing. Immediately after this I will submit the cards for printing for Fantasy Strike Expo. This is your chance to help avert disaster for that.


• Combat is totally different. There's no patrol zone. It's still asynchronous due to magic. Attacking always ends your main phase now. When you attack, you can target up to a maximum of one unit, one hero, and any number of buildings. Some of that is to make it all way simpler to explain than before. Some is to make it easier to actually resolve quickly as you play.

• There are three different tech III buildings and the base has 25 hp.

• All tech I, II, and III stuff is generally buffed, usually by +1/+1 compared to before, but there are various exceptions.


Getting to the venue: the nearest BART station is MacArthur, which is a bit far, but there's a free Emery-Go-Round shuttle that goes from MacArthur station to the doorstep of the Black Diamond cafe.  Then go to the huge tall white building next door. There's plenty of parking nearby if you're driving, either on the street or in the large parking lot for the Emeryville Public Market across the street.

Go into the lobby of the tall white PPP building, and if security stops you then say you're meeting David in the 2nd floor lounge. Take the elevator to the 2nd floor, then walk past the weight room to the lounge.

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  • David S.

    You must still pay 1 gold for each non-base target. Also btw you get a gold if you kill an enemy hero in combat, btw. That's way better than the other weirdo rule we had for a brief bit.

    Yeah it's simpler overall. I made a new player version of the game that only had the "auto-attack" combat. It was fine. But then when you go to explain what extra stuff the full version has, it was just crazy how much you had to explain. Now the transition from new player version -> full version is a lot easier to swallow. So I really hope this new thing works out.

    April 9, 2014

  • Kevin

    Glad combat step is now unified into one consistent function now. No more janky +1 HP for patrol leader bandage fix too!

    Does that mean there is no more cost for micromanaging, and that it's just an intrinsic part of the combat step?

    April 9, 2014

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