In the game that I am working on I have a playing field (still tweaking the dimensions), and you control an army of soldiers/spellcasters/monsters and try to defeat your opponent who also has an army. I have designed many of the monsters/weapons/spells in the game, but I still have a big gaping hole in my design.
Everything has a level, including monsters, objects, and spells, showing how powerful it is. And I was planning on my creatures starting out at a low level, but somehow you are able to level them up and be able to use higher level cards.
My current idea deals with certain tiles on the board that level up whatever steps on it. This gives the incentive for exploring the field, makes it harder to get high level units, and will add strategic importance to places on the field. Problem is what is a good way to keep a unit from using it over and over.
I have thought of making tiles that level up to level 2, others for level 3, and that you need to visit the 2 before the 3, and the 3 before the 4. Another idea is making a maze with one-way doors and organizing the board in such a way that you would need to travel quite a distance to get back to the spot.
Any suggestions to fine-tune this part of my game?
For one thing each card will say what level it is. Creatures are linked to a pile of cards & the level would be the sum of all of the card levels.
For example my swordman would be level one at first because all he has is a level one sword card in the pile. On the other hand a spellcaster with 2 level 2 spellcards and one face down (use once) spellcard wold be a level 5.
Hmm, get all of the different colors before you level up. Thats an idea, not sure how I would keep track of it right now though.