I am trying to create a 2 player fighting LCG (something like street fighter or tekken where 2 foghters meet up and duel) where players are allowed to customise what moves do their fighter has via deck building. There will only be moves cards and NO characters cards as your avatar. Each player will have a starting HP of 50 and must lower your opponent's HP to zero.
I want this game to focus on bluffing but I am having some confusion about how to implement it. I am actually inspired by the card game Yomi. I wanted my game to be something like that. However, Yomi does not have any resource mechanic. This will make it difficult for me to create new cards and balance them.
Another problem is about the bluffing mechanics itself. Does ALL games with imperfect information like cards in hand contains bluffing? In my experiance, it seems that it isn't that way. I do not have a lot of experiance with MTG, but based on previous threads in this forum and a bit of my experiance, in most cases, it is quite rare for bluffing to occur in MTG. When I play MTG, I am more concern about what cards I have in my hand and what I can do with it, instead of trying to guess what my opponent is holding. Some may argue that there can be lots of bluffing when you are using or play against certain decks. That is not what I want in my game. I want my game to be focussed on bluffing and this means that, no matter what deck you want to play, you will experiance bluffs. Even if certain decks can lower the amount of bluffing in the game, bluffing should still be a key factor to the game. Another thing to note is that, bluffing elements should appear even at the lower or at least intermediate level of play and not just on high level play, because this will allow more players to feel the key features of the game.
I am also interested in the concept of "yomi". This is the term where game designer David Sirlin use when he refers to mechanics that allow players to read the opponent and try to counter his strategy. A game with yomi thus means that the game has lots of mind games going on, just like the card game Yomi where rock-paper-scissors mechanic are used to make players try to guess what the opponent is trying to do and counter it. I would like my LCG to have this kind of aspect too.
So far, I have not come across a CCG in the market that focusses on bluffing as its main mechanic. So, I am having a lot of trouble with my project since there is no samples to look at. Is rock-paper-scissors the only way to simulate a fighting game while focussing on bluffing and "yomi" , or is there other mechanics that can work just as well?
Please give advice and opinions. Thanks.