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Casus Belli

Par Wallace Designs

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7.7 BoardGameGeek

Statut actuel

Pledge Manager ouvert Fin de campagne : 21/05/2025

Fonds récoltés : 108 979 €

Contrôle de territoire Coopératif Deck Building Gestion Science Fiction

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Videos and Media (inc Reviews)







You can read Marc from Ilo307's review here.

Space Biff review here 

The Story (including Factions)

  
 

How to Play


Card Anatomy
You begin with your “start” cards. Each card has resources on the left, and most cards show a title and description at the bottom. Other available cards can be added to your deck by spending the cost shown in the top right.

   

Systems
You can explore a system with your exploration ship, then bring it onto the map. Different types of systems have different kinds of resources, and some are already inhabited. You can place outposts and colonies onto systems to exploit their resources.
   

Faction Board
Your faction board starts with Merchant Ships and Colonies in set positions. As Merchant Ships are placed, they make room for Trade counters. As Colonies are placed, they make room for Development counters.
  

Playing your cards
Resources on cards can be used to pay for other actions, or a card can be played for its effects — but not both. You may also be able to draw another card. As you develop your deck, you may choose to trash or discard a card.

  

Combat
You can build Military Units in one of your colonies or the entry point. Combat may occur when two factions meet in the same system in a state of War or if there’s a Casus Belli counter in play. Cards can be played to affect your Combat Strength, and there will be a winner.
   
You can see more information about the gameplay in our Videos and Media section.

What's in the Box?

Unlike our other games, the gameboard for Casus Belli will be traditional cardboard, this will be similar quality to games like Nemesis.
Our planned cardstock is 310gsm Black Core, one of the best quality card stocks.

Please note, due to the changes to our Automa, detailed in this update, the 30 Automa cards in the above image will not be included. We will be announcing a 'value' replacement during the late pledge period to ensure that backers get the best value possible.
  

 

The Miniatures

If you are interested in reading more about the development of these minis, you can check out our BGG post here. 
 

Automa (Solo Mode)

The Automa is undergoing serious changes - please check out this update to learn more.

Community Links

  • Instagram — pictures and videos of this game and others.
  • Bluesky — more pictures and videos of this game and others.
  • Youtube  — videos of this game and others.
  • Rules and Reference Work In Progress (please note, these are draft only and contain outdated art)


The Art


There are over 150 unique pieces of artwork in this game, we're sharing some of the art development here. The below was shared by Rupert, our Art Director.

Cassie has asked me to say something about the art process. So here is a basic overview of our art pipeline line.

For card image content creation, we are using 3 different main processes. Each of these is designed to create artwork of the highest quality while also maintaining a consistent and coherent visual language.

The character art in Casus Belli is created digitally in Photoshop. We are lucky enough to have the very talented Lucas Lacerda on board for this, who created a large percentage of the art for Fighting Fantasy Adventures.

Here’s his Artstation link:

The Technology in Casus Belli (such as ships, colonies and terraforming machines etc.) are being modelled and designed in a 3D package called Blender, and then post effects are added in Photoshop. This allows us to create highly complex items that can be shown, at multiple angles on multiple cards, while still maintaining consistency. The ships, outposts, colonies and star-bases (for example) also correspond with the 3D moulds in the game, meaning players will see the design of the game pieces reflected in the card content that controls them. We are lucky enough to have Malchus on board for this. I met Malchus while working as the Lead Artist at THQ Australia (a video games company). Malchus is a very talented hard surface modeller who has honed his skills creating highly detailed cars, motorbikes and Mechs. 

Here’s his Artstation link:

For terrain we are using a 3D world building program called World Machine, and then adding post effects in Photoshop. This allows us to play with rock strata and various types of erosion, in order to create interesting, fanciful, alien planets that are still grounded in realism. I’m currently creating these along with the in-game graphics and post production.

I hope you find this interesting and can see the huge amount of work and talent that is bringing this game universe to life. I look forward to giving you future updates.

Meet the Team

Our Partners

From factory to front door, Back Office by Naylor Games does all the work required to get games into the hands of backers like you.
We manage every part of a campaign's logistics (tax, customs, freight, fulfillment and more), freeing the creator to focus on making a great game and getting the word out about it.

Are you a creator? If you'd like someone to manage logistics for your own project, visit us here to learn more. 

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