Our game involves a branching Objective system starting with 5 cards, each in a different Objective category. Each of those 5 cards then has 3 choices to branch off to in the next round of the game, and each of those 3 cards has 3 choices, themselves, making a total of 65 Objective cards...per player.
In our intended 4-player game, that makes a whopping 260 cards total in the game. This seems reasonable for a Dominion game, which is card-centric, but the Objectives are the only use of the cards, and they only act as strategic choices to keep opponents guessing and create specialization among players, preferential gameplay styles within the main game, and a way to outwit or counter your opponents' moves.
The game centers around units on moving pieces on the larger, simple board, but each player has around 25 of these units, adding 100 units to a full box.
The components are necessary for gameplay, but how practical is this for production and user-friendliness?
We have talked about other components, too, like gameplay-assistive tools for remembering abilities and status ailments (small pieces on the units): 25 small X pieces (the size of two Catan roads crossed), 50 Catan road-esque pieces, and 20 small green pieces (green plastic amorphous shapes), but these are all still within the ether of pregameplay.