Hi all,
Firstly let me thank the many contributors to the various design posts. You have all been very helpful.
In my last topic, I was discussing Action Points (APs) and rules related to them (including effect cards which break them).
In this topic, I have a NEW problem. It is regarding *Effect* cards (sorta like MtG). I currently have 3 different Effect cards:
-Relics = must be played on your turn.
-Enchantments = must be played on your turn and beneath a unit (sorta like Trap cards in Yu-Gi-Oh!)
-Instants = can be played any time.
My problem is with *Relics*... You must play them on your turn, however I have trouble with the DURATION of those cards.
If the card is not *associated* with a unit, how do you destroy it? Or how to track if the card last more than "until end of turn".
Note: I think it SUCKS if a Relic lasts only "until end of turn".
I was thinking MAYBE a player could have like 3 Relics in play (at any given time). The relics provide the effect until the player decides to swap out one of them and replace it with another relic. This would be sort of an *Equip* card...
There could be instant cards which force a player to discard a relic (of your choice, chosen by your opponent, etc.)
Does this sound like a reasonable option? What does MtG do for cards and duration? I know many are "until end of turn"... like "Target unit gains Flight, until end of turn.", etc.
Ok... What do I do when a player discards a relic? Does this go in the *Graveyard*? Or does there need to be another discard pile? Is the Graveyard only for units?
The problem with a separate discard pile, is that it will contain all the effect cards by the end of a game. This makes the randomness of the game decks LESS random, like batches of effect cards when the cards are shuffled back together.