StarCraft Tabletop Miniatures Game Interview: Mechanics, Armies & Lore

StarCraft Tabletop Miniatures Game: Our Interview with the Developers

For an entire generation of gamers, StarCraft defined the Real-Time Strategy genre. The sound of a Siege Tank deploying or the screech of a Zergling rush is etched into our memories.

With the announcement of a dedicated StarCraft: Tabletop Miniatures Game, the excitement is massive. However, translating the speed and stress of an RTS into a turn-based wargame is a significant design challenge.

At Essen Spiel, our CEO Bart sat down with Jakub Ciesiółka, the Game Developer, to get the full story. Below is the complete transcript of their conversation, covering everything from the massive 50-model army sizes to the unique mechanics of the Protoss.

Our Interview with the StarCraft: Tabletop Miniatures Game Team

First Impressions and Game Mechanics

With StarCraft’s release rapidly approaching in the first quarter of next year, is development complete? Is the version we’re seeing today the final one players will receive?

This isn’t the final version, of course. We’re showing this version primarily so players can experience the quality of the game, miniatures, and model execution. This is intended as the first real encounter with the title, as while photos and videos of our StarCraft-related products have appeared online before, this is the first direct interaction with the game itself. We also showcased beautifully painted models to demonstrate how to approach and paint our miniatures, and how they appear on the table. Additionally, we presented terrain pieces, which are also not our final product as of today.

Will these terrain pieces be included in the starter set?

The starter set will likely include most of the terrain pieces shown. It’s designed for immediate play, allowing players to set up a game with a specific point pool. While we’re still refining details like point totals and game balancing, I can confirm the units in the demo version were prepared to maximize immersion with the computer game. Our goal is to faithfully transfer all mechanics from the digital world to the wargame. We want wargame enthusiasts to be captivated not just by the IP, but also by the gameplay itself. Throughout the fair, I’ve received overwhelmingly positive feedback regarding the game’s immersion.

Players are particularly surprised by how successfully we’ve translated mechanics like the Stimpack, a legendary Terran ability, into the wargaming experience. We’re thrilled by the overwhelmingly positive feedback on our wargame, especially from those who recognize the depth and thoughtful mechanics, not just the cool miniatures. It’s rewarding to hear players realize the time and effort put into making it logical and engaging. We constantly remind everyone that these are demo versions of the rules, showcasing a fully-fledged wargame system designed for large tables, even though we’re demonstrating it on a small, cropped mat. This setup allows players to experience the combat phase in a condensed three-round game, preventing scenarios where nothing significant happens. At Essen, we didn’t focus on narrative scenarios or missions.

Our demo featured a simple objective: capture a map point and score points for destroying opponents. Despite its simplicity, the gameplay effectively conveys many core mechanics, giving players a strong sense of what’s to come. The feedback about the fresh mechanics has been fantastic. Players leaving the table express their excitement for a game that feels mechanically innovative. I commend our team for successfully incorporating dynamic, new mechanics that truly capture the essence of a fast-paced RTS. Seeing players’ wide-eyed reactions and hearing them say, “Oh, how could this be done, that it’s so similar to the StarCraft I remember,” is a significant success for us.

Unit Mortality and Strategy

Given the high unit mortality observed in the game, where a squad can be practically eliminated after a single attack – for example, seven or eight out of twelve Zerg units gone in one shot – I’m curious if this is an intended game mechanic or a consequence of playing a limited version of the game. Is this rapid unit loss by design, or a bug stemming from the restricted scope of our current gameplay?

Our Zerglings, the dog-like units, are designed for rapid movement across the battlefield. Their ability to quickly close in and “devour” opponents is a key characteristic. The decision for them to reach combat range by the second turn in the display was deliberate. This was a strategic choice to highlight the “rock-paper-scissors” mechanism from StarCraft, demonstrating how certain units naturally counter others.

The effectiveness of this dynamic was evident in your observations. Our aim was to showcase the speed of some units, while also illustrating the long-range precision of Marines, for instance. This was a premeditated decision to ensure dynamic gameplay, especially within the brief 40-minute duration of the gameplay, which consists of three turns with three units. We’ve also implemented an intriguing and unconventional unit deployment system, where units appear during the battle, mirroring the RTS experience, rather than being fully deployed at the outset. Therefore, the intense battles you witnessed were indeed a planned aspect of the game’s design.

You mentioned a “rock-paper-scissors” dynamic. Will this principle extend throughout the entire game? Are you concerned that predictable patterns, similar to chess openings, might emerge where initial moves dictate a specific response to avoid an early loss? How do you plan to address this? Are there other mechanics in place to prevent a rigid meta from forming, ensuring varied gameplay?

This isn’t the game’s core mechanic, and we haven’t built everything around it. It simply reflects how the StarCraft universe is designed. When we adapt this world for a tabletop game, we have to stay true to its essence. Sometimes this helps us, and other times we have to be creative to ensure the gameplay is engaging and suitable for a wargame.

Occasionally, we might forgo minor elements, replacing them with others we find more compelling. Forgive me for a slight detour, but this wouldn’t be like chess, with its symmetric board and limited pieces. Here, players will construct their armies in diverse ways, driven by unique ideas. It’s unlikely there will be two identical armies, which will prevent the game from becoming repetitive or having predictable outcomes.

While no game is entirely immune to repetition over time, wargame systems often surprise even their creators. There’s always a new tactic to discover, which can be copied and refined to create never-before-seen armies. We believe our game will offer an immense range of possibilities for players to build their forces.

Managing Rules and Updates

Regarding the physical unit and command cards, how do you plan to manage inevitable errata, changes, and balancing patches that wargames require? Will these updates simply be released online for players to print themselves?

Regarding an immediate, definitive answer, I’m not the most suitable person to provide one at this moment. I can only provide current, factual information. The tactics or building cards are designed to represent StarCraft’s in-game structures, adding another layer of immersion that mirrors the computer game, a detail players have recognized.

Concerning errata and future releases, it’s premature for me to discuss such plans for a game that hasn’t even premiered. We don’t typically approach development with the expectation of needing to create errata.

The Protoss Faction

Understood. We’re familiar with the Terran and Zerg main mechanics. Could you elaborate on the driving force behind the Protoss army? Terrans are known for shooting, and Zerg for their close-combat swarm tactics. What will be the central theme for the Protoss?

The Protoss, characterized by their elite models, will feature fewer units, with more tactical and strategic gameplay. They will possess unique abilities not found in other factions. For instance, while Zergs can burrow for defensive bonuses, Protoss will be able to Blink and have inherently better defensive rules, a distinction we believe will be noticeable. A significant incentive for us was the strong differentiation players already feel between Terrans and Zergs.

When playing as Zergs or with Zerglings, for example, players genuinely experience the unique behavior of those specific units, distinct from Terran gameplay. We are applying this same approach to the Protoss, aiming for players to perceive them as a truly distinct third faction, not merely a minor variation. We have a passionate and dedicated team that deeply understands StarCraft. Our lengthy discussions about potential mechanics are always energetic and positive. Players can anticipate a highly immersive title.

Game Size and Duration

What would you consider a typical battle size, not in terms of points, but rather the usual number of models or squads present on one side?

I can give you an estimate. Please treat it as just an estimate for now, but I think a standard battle will involve around 50 models for each side.

From your internal tests, what was the approximate game time?

Well, that’s wargame time: from 2 to 3.5 hours.Of course, this will depend on the characteristics of the players, their knowledge of the system and how they play the game.

Okay, so that’s a standard level.

The standard level. What distinguishes the gameplay is its dynamics, which we’ve also gotten very good feedback on here at the demo – the game itself is just very fast-paced.

This is because the dynamics are so high. The number of decisions that players have to make is huge, which makes the game feel very fast and dense. Everything happens very, very quickly. Players tend to spend more time thinking and making decisions than physically moving model after model. Players are faced with a large number of decisions, which contributes to the game’s rapid and intense feel. Everything unfolds very quickly, with players typically spending more time strategizing and making choices than physically maneuvering models.

The game incorporates innovative mechanics for setting up and moving models, which were showcased during the demo. It is anticipated that this dynamic, decision-packed gameplay will motivate players to dedicate two to three hours or more to a full game session.

Cards and Limited Models

At the game’s launch, how many Tactics Cards will each faction have?

I think we won’t exceed a few in the starter box.

Will Tactics Cards be included with later units, or will they be sold as a separate deck? What is your strategy for this?

We still have a few plans in motion, and new cards are definitely on the way. These will likely be integrated more with existing units rather than being standalone game add-ons.

We have the Zeratul model here at the fair. Is it a limited edition, or will it be available for purchase later? Are you planning to release limited items that won’t be available elsewhere?

Although these questions are more suited for the sales and marketing department, I can comment on the Zeratul model. Currently, it’s an exhibition model, serving as a promotional item for events like Essen. Its appearance at other fairs is uncertain, but it’s an incredibly popular model right now.

The box includes two Zeratul models – a deliberate choice, not a mistake. This approach highlights our understanding of Zeratul’s in-game role, appearance, and stealth abilities. We felt compelled to include a clear plastic ‘stealth’ version alongside the standard one, as it was the only way to truly represent him.

Future Plans

Will the initial wave of models draw primarily from StarCraft II or StarCraft I, or will it be a mix of both, offering models from both games right from the start, independent of the original game’s chronology?

Not everything is within my control. However, I can assure you that we’ve showcased a broad spectrum of content, all with Blizzard’s explicit consent and approval. So, the possibilities are endless. What comes next depends on us, and more importantly, on the players and the game’s reception.

Every publisher considers this, and we’re no different. Player feedback is paramount. If the game thrives and our work resonates with players, it’s a mutual success – a win-win for everyone. If the market and players signal strong approval and a desire for more, we’ll certainly take that into account.

Given the official statement about 7 to 9 years of game support, will there be enough official units to publish? Can we anticipate the introduction of sub-factions? Alternatively, do you plan to create custom units or unit variations not present in the original games? Maintaining player interest will require a large volume of models. How do you envision this challenge from your perspective?

Seven years may seem like a long time for a wargame, especially with the rapid pace of development today, but we don’t see it that way at all. Thanks to our excellent collaboration with Blizzard and access to all the necessary materials, we view these seven years as a tremendous opportunity to work on a fantastic IP and title.

We’re not concerned about a lack of content. Despite having only three core factions, the sheer volume of stories, cinematics, and lore is immense. There are books, and various scenarios written by different individuals that we are eager to utilize. We also pride ourselves on being a highly creative team ourselves.

Will You Construct Your Own Pylons?

The StarCraft: Tabletop Miniatures Game is going big. We’re talking about standard games with 50 models per side.

That is a proper swarm.

If you are a Zerg player, that means painting dozens upon dozens of Zerglings, Hydralisks, and Ultralisks just to field a standard army. Even for the elite Protoss, you need those power swords and shields to glow with the perfect energy effects to capture the video game look.

You want to replicate the APM (Actions Per Minute) of a pro gamer on the tabletop. You likely don’t want to spend the next three years painting your starter box.

That’s where we come in.

Your job is to execute the perfect Zerg rush or hold the line with your Siege Tanks. Our job is to ensure your army looks exactly like the cinematic cutscenes you remember.

Send us a DM about your StarCraft faction, and let’s get your forces ready for the Koprulu Sector.