I’m Keith Rice, the designer of Legacy’s Allure. I’m glad you’re here. I hope that my answers below will explain my vision for the game.

Why is the game called Legacy's Allure?

First, because I like the sound of the phrase and because I wanted a memorable name that would stand out from the crowd. Second, because it says something about why factions fight against one another. Read the lore introduction to see this more clearly.


What is the history, current status, and future hopes of this project?

The seeds for Legacy’s Allure were planted in the nineties, when I began considering how to create a tabletop implementation of Castles 2: Siege and Conquest, and later Heroes of Might and Magic 3. In the following two decades, I tinkered with various ideas and prototypes, but nothing felt right, and I would frequently put away the project for years at a time. During this time I also played countless other high-fantasy combat games, including Magic: the Gathering, Warcraft 3, Diablo 2, and Dota 2.

In 2019 I started playing Magic once more through Arena. I found the experience dissatisfying for a number of reasons: I was fed up with the randomness of competitive Magic, I strongly disliked the new card design direction by WOTC, and I disliked WOTC’s clear push to make competitive Magic primarily a digital experience. Instead of complaining, I uninstalled Arena, pulled out my old design notes, and got to work. By late 2019, I had a working hand-made prototype that I validated at a local game store.

Once the COVID-19 pandemic began a few months later, my work schedule lightened. I spent much of the following months hammering out the ruleset, creating factions, and performing physical playtests with a friend. The game felt better and better with every playtest, and finally it was in a place to get feedback from one of the premiere card shops in Vancouver, WA. The manager and employees were impressed and encouraged me to develop it further. I ran a 4-man test tournament in late September, which went quite well.

In early December I unveiled a significant design change that greatly improved the game. I also realized that I would need to take playtesting online via Tabletop Simulator if I wanted to seriously grow the game. Providentially, I ran into a fantastic scripter who was able to create a serious TTS that an online community could utilize. In early January 2021, we ran our first online tournament. We have consistently held tournaments ever since, averaging about 8 people per tournament. I owe a huge thanks to the dedicated playtesters and consultants who helped me fix countless design balance issues.

In early 2021, I also asked for feedback from a large number of content creators. The encouragement was universal, which meant we had no reason not to invest in artwork in preparation for a 2022 Kickstarter campaign. In early fall of 2021, we also settled on two options for Chinese manufacturers. If the Kickstarter goes as planned, we will begin season 1 of the game in summer of 2022. If demand continues then we intend to release a new faction every six months until all ten factions are released.


Why are you versioning cards instead of using a standard expansion-based model?

Legacy’s Allure is a Versioned Card Game (VCG) — the first ever, as far as I know. What this means is that the game will be released in versions, with major versions corresponding to six or twelve-month seasons and minor versions corresponding to mid-season balance patches. New major versions will not be compatible with older major versions, which means that competitive players will need to upgrade their decks at every major version to continue competitive play. This model sacrifices the collectability aspect familiar to CCG players in exchange for four notable advantages:

  1. Affordability. Since the cards in Legacy’s Allure will not have a rarity and will not be sold in randomized boosters packs, creating a competitive deck will cost around 20 USD, not in the hundreds or thousands of dollars. We want the top tables to be filled with the best players, not the best players who also had lots of disposable income.
  2. No “card glut”. In CCGs, keeping up with new cards is incredibly time-consuming. The VCG model allows us to focus on quality over quantity: we’ll give you a smaller pool of cards that will always be relevant rather than giving you a huge pool of cards, most of which are irrelevant.
  3. Balanced. In a CCG, the only way to balance a format is either outright ban a card or print “answer” cards in future expansions. In Legacy’s Allure, if a card is broken or simply overplayed, we could remove it outright from future versions, but we also have the option of nerfing it or reworking it.
  4. No power creep. The unavoidable consequence of the CCG is the average power of cards getting more powerful over time, which makes the game harder to balance but also frustrates long-time players who see their favorite cards from early sets become increasingly irrelevant.


What will a season look like?

Seasons will be one year long and follow this release schedule:

  1. July: Season begins. Major version is incremented. (Season X will be vX.0.) One new faction is released, unless it is the first season in which case the first three factions are released. In organized play, all cards must have the current major version.
  2. October: Balance patch. Updated cards will have vX.1, where X is current season. This version is still compatible with current major version X. Mid-season championship will happen in December.
  3. January: Balance patch and new faction. New faction will be sold during Christmas season of previous year.
  4. April: Balance patch. World championship will happen in June.


Will your game have any collectible aspect?

Yes! Obviously this game would have a hard time getting off the ground if it included nothing collectible. Metal cards, full-art cards, custom maps, custom tokens and dice, custom chess clocks — the possibilities are limitless.


What fabric is the map made of and why have you chosen a fabric map?

The map, which is 29×34.5in, will be made of microfiber. This material is lightweight, waterproof, durable, and folds down quite small without wrinkling. The foldability aspect is key — we want this game to be easily transportable, in contrast to board games and their unwieldy boards. We will also sell neoprene maps to those who want the next level of quality.


How do you plan on growing the game?

Central to our marketing and sales strategy is strong relationships with local game stores. We believe that other CCGs have forgotten their first love — the community created through the LGS — in pursuit of maximizing their bottom line to please shareholders. This is partly why you see the shift from tabletop to digital. We aren’t opposed to having a digital platform one day, but only as a complement to the tabletop products.


What has been the feedback you've received thus far?

I’ve shown the game, in various forms, to about 60 people since Thanksgiving 2019, including tabletop game players, tabletop game reviewers, and LGS owners and employees. The feedback has been very positive, with players praising the lack of randomness, interesting cards, and engaging gameplay. I have already had offers from LGS owners and managers to stock the game, once it is released. One LGS employee said, “This is the best card game in this shop, and we’re a card game shop.” You can read more feedback from other “industry experts” here and here.


Will Legacy's Allure ever have single-player, cooperative, or non-competitive modes?

I’m sure it will, but this is not the focus initially. Right now we want to guarantee an enjoyable base product and go from there, hopefully at the direction of the community. Co-op modes, including casual modes like castle sieges, would be easy enough in tabletop form, but single-player campaign modes could prove to be a challenge until a digital version of the game is available. Again, if and when a digital version is ever available is unknown at this time.


Could this game be played with miniatures? Will you ever sell it with miniatures?

The game could be played with miniatures but I have no plans to implement them or sell them with the game. Ease of setup, transportation, and manufacturability are very important for me, and miniatures make it quite hard to attain these goals. I believe that someone who enjoys miniatures can get their fix more easily in other games. That being said, if the community wishes to design, print, and sell third-party products involving miniatures for use with casual play, more power to it. (Admittedly, I am not beyond selling miniatures as promotional items, but they will never be a requirement for organized play.)


Will Legacy's Allure be available in other languages?

Unfortunately, due to the small size of our team, at this point we are only able to offer the game in English. We hope this changes in the future.


How can I get involved?

Spread the word about our Tabletop Simulator mod and teach others how to play it. Please join our Discord server to reach out. Once COVID-19 restrictions die down, volunteering to demo the game at LGS’s and organize tournaments would be very helpful. Eventually I may start an ambassador program to incentivize this.