Hello all!
Haven't posted in a while, but I'm currently stumped on a mechanic in a medieval-fantasy card-based wargame I've been tinkering with for a while. The game basically involves players battling each other for control of land and kingdoms using small decks of cards that they create using the units they have available. Players create both the content of the decks and card order. Players will flip over cards in deck order, one by one, to determine the outcome of the battle, with certain units being better than others, as well as certain units being able to counter others. Players can also use a seperate deck of units to support in battle, such as ranged units, which they can combine with unit cards flipped over from the main deck. As well, players have certain orders that can be used for a variety of effects, such as to rearrange decks or flee from battle.
There are a few other mechanics but these are the basics. So a lot of the combat is based on bluffing, as players will build their decks in secret to try to counter their opponent. For example, placing cavalry on the top of the deck will give them a charge bonus, but the other player could counter this by placing spearmen on top of his/her deck. Etc. etc.
My current problem lies in player card secrecy. Since I'd like for the players to be able to buy unit cards using resources, the buying phase has to be fairly public in order to make sure that players are buying fairly (ie. not saying they're spending 2 gold to buy a unit that costs 5). But, if it is public, then other players can solely buy units that could counter the enemies deck (like the spearmen to cavalry example above). Hopefully this makes sense. I have a few ideas how to remedy this, like perhaps implementing different tiers of units that are bought, so players will know from what tier the other players are buying from but won't know what cards exactly they are buying. Or perhaps a card drafting mechanic of sorts. Im also not entirely sold on the resource system, so that could change as well. Does anyone have any ideas on how to implement a system so that players can obtain units fairly without revealing the units to every player?
Thanks for any advice, if you need more details just ask.
deFunkt29
Yes I noticed that! How unusual. I have thought about this plan before but I just don't think it'll work for my game, though it may for his. The problem is that, for example, in my game a cavalry unit will cost more than an average unit, and since all units are placed in a deck facedown, it will be almost immediately recognizable to see what type of unit is on top of the opponents deck, especially after playing a few rounds in a game.
For example, you get in a battle with player A, and at this stage of the game they only have one card that costed three. Now you can immediately see the location of this card in the deck next time you battle them. So it has this problem, as well it is very easy to when an opponent has bought an expensive unit, which is something I sort of wanted to avoid if possible as well for the sake of secrecy. Also it makes them harder to print! Haha