Welcome my Lords to the latest update on our turn-based historical strategy game, Rising Lords. We'd like to chat a little about our plans for the Alpha and answer some of the questions we've been asked across social media.
The Alpha
If you're interested in trying the game out for yourself before anyone else then consider joining our Insider Community. As one of our Insiders, you'll gain access to the Alpha as well as monthly updates on the game's development including exclusive content only put out through our mailing list.
hereHere's an idea of what you can expect in the build:
- Quick battle VS AI with predefined armies and deck
- Different maps with all 4 seasons
- 7 troop types with different strength, weaknesses and counters
- Archers, melee and cavalry
- 5 different terrain types with advantages
- Full morale system
- 2 playable Lords
- Initiative system
- 10 different cards to try out
This is only an idea of what we'd like to include, we'd also like to have a campaign preview if we have enough time to fit that in the Alpha or Beta.

The Card System
One thing we get asked about on social media quite often is the card system, so we thought we'd go through some of the underlying mechanics.
Cards are powerful abilities that can be played during battle. They are tied to a Lord and are earned by spending XP in his skill tree or completing quests. At the start of a battle, you can choose from the pool of cards you have unlocked for that Lord, taking into account your prefered strategy as well as the enemy troop types or terrain you face.
Your deck of cards can be changed at any time when not in battle. You start with four initial cards and draw more as you complete said quests or spend the XP you earn from your activities in the game world.
Keep on eye on our
Twitter account for more details about individual cards.
That's all from us for now so thank you for all your continued support and excitement for Rising Lords.
Until the next time,
Team Argonwood.