Hi everyone!
I've been working on one of my games for a long time, and every version is getting cleaner and more professional. I recently took a big step back and effectively mentally restarted design so that I would avoid status quo bias, and everything is awesome, except.. There's one rule I can't quite figure out.
I'll avoid going to deeply into it, but combat in the game is fairly simple. Each player plays a combat card, higher number wins. Certain cards give other bonuses as well as a number. Think Kemet, or Lord of the Rings: the Confrontation.
Now all of this is fine and dandy, the issue comes with leveling up. Throughout the game, you're leveling up an elemental, which is the source of your attack cards. As you leveled, you traded old, untyped combat cards for new, shiny ones of the element you're leveling into. This created several issues.
So, I'm trying to decide between 3 separate ideas to replace it. In all cases, combat "cards" are likely being replaced with combat tokens - things that look similar to Puzzle Strike's tokens.
Idea #1: The Simple One. At the beginning of the game, you receive a set of four tokens based on your elemental. It stays the same as you level. When they run out, you get them all back.
Idea #2: The Complex One. You start the game with two sets - the number set and the effect set. The numbers are the same between every element, but the effect cards are not. You begin with less than four effect tokens (likely two), but four number tokens. Play one of each in combat. When you run out of either set, take all of that set back. When you level, take a new effect token of the element you're leveling into.
Idea #3: The Medium One. You start the game with four number tokens. You start with two effect tokens and a blank effect token. When you level, gain a new effect token. Whenever you use a non-blank effect token, it's used permanently.
Which of these ideas make sense? Is there any way to blur them together?
Thanks a lot for your input!
The problem with that is that there are an extremely limited number of combats in the game - anywhere from 3 to 10. Unlike the Game of Thrones one, there are few modifiers - it's largely just the combat card, plus any bonus power you've gotten.
I'll definitely look into the GoT game, and maybe I'll find a way for swapping to work. The big issue with swapping, though, is that it ends up being awkward and there is a lot of moving things around, as well as some issues with "well, what if I want to swap one I already used?"
I found the game had far too many components and wasn't nearly ergonomic enough, and #3 is actually my favourite as the designer, but I don't know how I'd feel as a player.
Thanks,
Paul