Flesh and Blood has gone through 7 years of game development. Over that time, we went deep into the exploration of design space, concepting, and design philosophies.

One of the fundamental things any game needs to work out in the design phase is the "power to cost" distribution table. For example a game that is based around creatures needs to establish a baseline for how much power and toughness a creature should have at each possible cost related to that games resource system.

For Flesh and Blood, the baseline we needed to establish was how much power and defense value an attack should have relative to its cost and pitch value, or what we call the "cost pitch power distribution table".

We decided fairly early on that we wanted the baseline defense value of a card to be 3. It then took many games with a prototype box set hero called Generix (to be revealed one day in the distant future) to work out the power of attacks relative to the cost and pitch value.

This process lead to a breakthrough "AHA!" moment, when we discovered the commonality that existed between cards at the same cost relative to how their pitch value scaled. In that moment it became as obvious as “1, 2, 3” that the design framework of our game was built on cycles.