In many card games, expansions exist to change the meta. In Vestigios de Sangre, blocks exist to advance a world.
Each block is not just a set of new cards. It is a historical stage, an era, a new wound in the universe of Vestigios.
A block is a part of the world
When we design a block, we don't start by asking: 'What mechanic is missing?'. We start by asking:
“What is happening in the world right now?”
Each edition represents a specific moment: a city, a war, an idea, a conflict, a transformation. Art, races, and mechanics are born from that context.
Races are identities, not colors
In Vestigios, choosing a race is not choosing a card style. It is choosing a way of existing.
- • Thinks differently
- • Sacrifices differently
- • Wins differently
That makes two decks never feel the same, even if they share many cards.
The world explains the rules
If a race investigates, it's not because it 'draws cards', it's because it lives on information.
If another recycles, it's not because it 'reuses resources', it's because its survival is tied to what has already died.
The rules of the game do not explain the world. The world explains the rules.
Why Vestigios avoids Power Creep
Nothing enters the game just to be 'stronger'. New cards don't invalidate old ones. They reinterpret them.
A deck that was strong will remain so... but now it will have new decisions to make. Between big blocks, mini blocks appear. They don't add power. They add tension.
Vestigios is a world that is played.
You are not buying expansions. You are exploring eras. And every game is a different version of how that world could have been.
