I am working on an Expandable Card Game in which cards represent various worlds that the players travel to. Each world card has quite a bit of information listed on it:
1) Which of the 7 available terrains are present in the world. A given world can have 1 to 7 terrains available.
2) Which of the 3 available technologies work in the world. A given world can have 0 to 3 technologies available.
3) An inhabitant type, either "None", "A", "B", "C" or "D".
4) A number representing its economic value, expressed as a number from 0 to 5.
To give you an idea about how these values are used in-game, terrains, technologies and inhabitant types are matched against other cards, indicating which cards can be played in those worlds. For example, you can't play a card that relies on a particular technology if that technology does not work in that world. Similarly, terrains and inhabitant types must match creature cards played in those worlds. Economic values are totalled and affect how many resources the player can muster.
My basic question is this: does this seem overly complex? I would think that since I've avoided numbers and relied on just matching, I could be forgiven a bit of extra "stuff" on the card, but I'm afraid that just having big lists of descriptors on the cards will make the system seem more complex than it actually is.
I would appreciate your opinions.
Actually, the number of possibilities is greater than that.
1) Terrain = 2 ^ 7 - 1 = 127 possible combinations of 1 to 7 terrains
2) Technology = 2 ^ 3 = 8 possible combinations of 0 to 3 technologies
3) Inhabitants = 5 possibilities
4) Trade = 6 possibilities
For a total of 30,480 combinations. But you guessed correctly; I'm only using about 100 of them.
I'm not sure if splitting the different aspects into different cards actually reduces complexity at all. I think that having everything written out on the card is simpler than modifying it on the fly with other cards. Since I'm partial to deep or complex systems, often what seems like no big deal to me is often daunting to potential players, so it's good to get feedback early on in the design. This may be something that I can only vet in playtesting, but I'd like to see what other games have done with similar mechanics.