I have a couple of mechanics that work very well.
Its a solid and interesting engine that builds up over time.
However i have added "action cards" for a couple of reasons.
They add a layer of randomness to break the regular cycle and situations that force you to adapt your strategy.
This makes it a bit more unpredictable, and adds replayability value.
The cards focus around board, deck and hand control, by manipulating and twisting the core rules.
For example: you are only allowed to draw one card per turn, a action card could make you draw Three cards instead.
Now to the thing i would like to hear your input on.
The action cards in its current state doesnt "cost" anything to play.
I see that as a weakness from a strategy point of view.
Knowing when to play what and prioritize adds further to the strategy.
If you are familiar with games like MTG, you know the boring feeling of getting "mana screwed".
I would like to find a way to add weight to the selection of what card to play and when, without adding another game currency like "mana" or "action Points".
The first thing that came to my mind is to restrict the number of cards you may play each turn.
Downside to this is that i "kill" the ability to see special combinations of cards that could form satisfying combos and also add to the replayability.
My other thought was that you can play as many cards as other cards you discard.
The upside is that i dont introduce any new currencies (cards themselves become a currency).
Are there more ways that i havent thought of?
What would you do, and why?
All input appreciated.
ThinkBuildPlay: I think like you regarding the invisible cost and regarding how to make choices more interesting.
questccg: I definately consider some kind of AP system like you suggest, my ambition is to have some kind of less "visible" cost than the "standard" Mana/AP systems that im familiar with.
Thats where im struggling right now.
Rick-Holzgrafe: I like your idea of cards with double use, as a matter of fact i already have a couple of cards of that type in the game. I should maybe consider making all cards have a dual purpose. It could lead to both reduced production costs and add weight to decision making.
Ristora: Very interesting concept with card-strings. In fact gave me ideas for another game! This design im discussing now is not that "combo-heavy" and use mostly two card combos and som three card combos. But the three card combo is rare in my present design.
Thank you all, for your valuable input!
I really love this forum, great help for someone like me that live in a small town in a small country and dont have the opportunity to discuss game design with fellow designers.
Still struggling with what is the best way to implement "AP-like" behaviour without addding a in game currency, but i have got some really good pointers and insights!