I've been doing a bit of solo playtesting on my game (game thread: http://www.bgdf.com/node/19513)and I've realised that the current attack and defence mechanic can be exploited.
Currently the system is as follows:
Player A attacks, picks a card from his hand and places it face down
Player B defends, picks a card from his hand and places it face down
Both cards are revealed, bonifications are added. Highest value wins (and in case of a ties the attacker wins).
Now, defence can have a shield active, which allows the player to use all card values to defend. If the attack is successful the shield stays in place. If the defence succeeds the shield is removed. And there lies the problem. A player can call for an attack, use a very weak card in order to force a defence success and once the shield is removed attack with higher value cards.
This is obviously not optimal, so I need to find a solution. I've been thinking of fixes like making that the shield be removed only when the defence succeeds by a narrow margin for example, but I find those solutions lacking "elegance".
I also have been thinking about a complete overhaul of the shield mechanic, like removing penalizations to defence without shields and making it so players can "spend" shields to force the attacking player to use another card to attack after seeing the resolution, but it seems to make combat just more complicated with the attacking player having to spend twice the cards in an attack, seems to be more annoying than the previous system. Maybe the spending could be used to add a bonification to the defence, allowing a player to increase their defence value at the cost of removing the shield.
I could use some help with this.
Thanks!
Wow, thanks! Those are all great ideas. I think that discarding a card in order to keep the shield up is probably the one that will work best with the current mechanics. I'll think about how to make it work and maybe mule over the other ideas.