The bluffing mechanic was one of the first concepts we wanted in Captain’s Gambit. When our game design professor first prompted us to make a game about Shakespeare (in space???) we immediately latched onto the idea of making deception a core design pillar, alongside the concept of each captain having their own win condition. Deception made sense because it was a common theme across many of Shakespeare’s plays - a game full of manipulation and deception in this way would set the perfect stage for drama to unfold.
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