I have a robot fighting board/card game. At the start of the game, players need to have an initial hand of parts cards, from a deck of 100. Within that deck of 100, there are 15 power plant cards, 15 weapon cards, and 70 cards of other types (not too important right now, but these are upgrades, rocket boosters, wings, cloaking devices, shields, etc). At the start of the game, a player needs at MINIMUM one power plant and one weapon (or else they are useless).
The way I handled this during playtesting was to have a draft. We split the 100 parts into 7 piles as best we could. At the start, players could have 5 parts (the piles were passed 5 times), and players had instructions to get one power plant and one weapon.
My problem: Each player spent too much time looking at each card in the pile. It took FOREVER for players to figure out what they needed, or what card was better than others, and so forth.
The initial solution was to separate Power Plants and Weapons from the other cards and distribute them separately. I was unhappy with it. I also do not want generic engines or generic weapons, because right now I have 100 unique parts.
My new plan is this: Players are dealt X cards at random. They keep Y (where Y<=X). If in that X deal, they do not get both a Power Plant and a Weapon, they may discard all X cards and draw again. It is okay if they have multiples (say, 3 power plants and 2 weapons), but they need at least one of each..
Given 100 cards, 15 power plants, and 15 weapons, what values of X should I pick to ensure that the discard/draw again effect is minimized? I want players to keep something like 5 cards (i.e. Y = 5).
I'm thinking Draw 7 and Keep 5. Does this sound like it would work?
Though I don't want to spur a lengthy discussion of balancing factors...
All power plants are decently balanced. Each has a power rating, a number of AP (hit points), heat generation, and weight. In general, powerful, well armored power plants weigh a ton and make a lot of heat. Light, heat efficient power plants are easy to destroy and don't produce much power.
Weapons - Similar balance. Damage amount and Type (ballstic, missile, laser, plasma), Range (short, medium, long), AP, Weight, Heat.
This balance is something you'd all expect. What you don't know is something I left off: Theme.
Your giant killer robot is made from scrap parts from a robot junkyard. I want the game to represent that players don't have a choice of what parts are available to them.
I DO NOT want a 'generic' power plant or weapon to choose from. I also DO NOT want purchasing of either of those components with specific values. Random, mismatched robots are the spirit of the game.