Special text abilities are awesome. It makes every card or component feel unique and ... special. They add a lot of flavor to a game.
But I am trying to realize that there are several draw back that could make those designs more complicated:
- Games with text are abilities are harder to modify without having conflicts when making variants.
- They are harder to learn, you need to read card, and try to memorize what they do.
- They are harder to balance. Because it's hard to put a value on words and make sure every ability has the same power level.
- It's hard to determine the possibility space (define all possible abilities that could be designed).
- Sometimes there are tiny variations that could be done on an ability that looks the same (ex: Opponent discard a card: You choose, he choose, or random)
So this is why, I was thinking in trying to avoid designs that has unique special abilities. Any abilities must be part of the core rules (ex: roles in Puerto Rico) or could be expressed by using only number or icons (ex: Asset cards in elder sign almost give all a colored die)
I would also try to avoid them in my purchases too, as those game would be easier to modify and design variants since the number of conflict with components would be much lower.
The only drawback is that it would make those games look more ... bland. Not sure how it could be counter balanced
Even when making a standardised list, designing that list is actually much more complicated than simply assigning combinations of numbers.
This is why I am thinking in discarding all my game design ideas that requires special abilities and only focus on games that can be played with numbers.