I have been working on a game called Dragon’s Realm for quite some time now the game is basically a dungeon crawl with a heavy dose of hand management/deck building.
There are a lot of cards in the game: Item cards, weapon cards, armor cards, magic cards. You gain more cards by defeating monsters and looting treasure stashes. The problem that I am running into is trying to come up with a way of keeping the higher end cards from turning up in the first round of the game.
A brief rundown of how the game works: you attack an enemy, if you win you get to draw X number of cards from either a specific deck (weapon card deck) or from any deck of your choice (Item deck, weapon deck, armor deck, magic deck).
Originally I had a deck board that had spots for 12 stacks of cards on it and all the different kinds of decks of cards were divided into three stacks in order of strength. Example: there were three stacks of weapon cards, in the first stack there were weapon cards that ranged in power from 1-3, the second stack ranged from 4-6, and the third stack ranged from 7-10. This took way too much time to set up and was very clunky trying to keep straight at which point you could draw from which stack.
So then I cut number of cards in the game by 2/3 and just had one stack of each type of card. The problem is that on the first draw some one can pull the most powerful weapon card in the game and then just start plowing through all of the monsters.
So I am trying to find a way to control, to a certain existent when cards turn up. I do not want to go back to having multiple stacks of every type of card as I sad that was very clunky. The current method is much better it just needs some tweaking.
I have considered having a level on all of the cards and your character has to be at or above that level before they can use that card. So that way you may draw the most powerful card in the game but you cannot use it until you reach a certain level.
Any thoughts or recommendations?
Thanks!
Stewie