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INTRODUCING: ZONES. HERE'S WHAT YOU NEED TO KNOW

Updated: Jun 30

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We've been playtesting Old Mana Game intensively over the past week, currently in version 0.8.2 — and as the game grows, so does the challenge of balancing depth, identity and fairness. One of the most interesting things I’ve been experimenting with lately is something I’d like to share with you today: Zones.


You might remember that earlier versions of the game had something similar called Locations. But the Zones I’m introducing now are not just thematic flavor — this time, they’re an actual gameplay element with tactical relevance.



What Are Zones?


Zones are 0-cost cards that fall under the Ability category, and each deck may contain only one Zone, no more. Think of them as passive battlefield conditions—kind of like the place your Hero has chosen to fight in. Once drawn and played, they remain active and subtly shift the dynamics of the game, but without overwhelming it.


Some of the prototype effects I’m currently testing include things like:


  • “If you control a weapon, your Hero gains +1 attack.”

  • “First enemy abilities each turn cost 1 more.”

  • “Your Beasts have +1 health.”

  • “Draw a card whenever a Beast dies.”

  • “Enemies take 1 damage when they enter play.”



These are not flashy effects. They’re not here to win the game for you. But if they align well with your deck’s core identity, they can give you just the right edge—especially in long matches where efficiency and synergy matter.



Why Zones?


There are a few reasons I’ve added Zones at this stage of development:


  • To strengthen deck identity. A War deck should feel more brutal. A Beastmaster should care about dead creatures. Zones help reinforce these identities without bloating archetype-specific slots or overloading the Ally pool.

  • To control power creep. With growing neutral card pools, it’s tempting to just pick the “best” ones. Zones allow me to support certain playstyles without making universally overpowered cards that fit every deck.

  • To reward creative deckbuilding. Since you’re only allowed one Zone, picking it is a meaningful decision. It’s free—but not without consequence.




What About Balance?


Yes, they cost zero Mana. That was intentional. These cards are meant to be small, early-game enhancements that help shape your strategy, not dominate the board.


That said, they’re also not guaranteed. Decks are 50 cards, and you might draw your Zone early—or not at all. It’s a gamble, and that’s part of the charm. I didn’t want to make them essential or oppressive. If you build around your Zone and don’t draw it, your deck should still function.



A Word of Caution


This feature is not part of the printed prototype yet. I’m still in the middle of testing these internally, and I’ll likely have a few versions printed later to refine how they feel in real hands. Nothing is final. Everything is still subject to change. The goal of this project is to create something that feels good, not something that follows a rigid master plan.


So if Zones feel wrong later, I’ll change them—or cut them. But right now? They feel like one of those “quietly smart” features that add more than they take away.



Let me know what you think. Would you run a Zone in your deck?

 
 
 

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