For Pillars: of Civilization, I have a main card mechanic that gives each card a certain amount of options on it determined by the cards "Power". This creates the balancing scheme "stronger (power) cards have less options while weaker cards have more options."
Though this may sound like an interesting take, it makes the game feel fixed at times. You will almost never want to use a lower power card when conquering unless the card you are using gives you a desired effect because conquering favors higher powered cards.
This to me is not intuitive. Players will then just wait to draw a 5 power card and win everytime or wait for a card that gives you a powerful conquering effect. This is not what I want it to be like!
Then I start to think..."is a power value even needed?" Since this system was developed to balance more option cards vs less options cards, I could make the options on cards with 3 or 4 options cost more than they would on a card with 1 or 2.
The unfortunate thung about doing this is that power also is a way to track and score Civilization Points, which is how you win the game. Yes I could easily bring cubes or another form of tracking but I want to make this game just card based.
There are many other areas in which cards can be used in (investing in other players, buildings, resources, etc.) But the power value makes it extremely awkward.
Does anyone have any suggestions. I am stuck...