I periodically tinker with the idea of a card based space opera. In my vision, players play cards, which affect a game board of 'planets'. Cards would place 'influence' (used for controlling area), ships (used for transporting influence), and Orders (forming a number of ships and influence local to one another into a group, and then moving it to a new planet).
Game play would consist of a 'blind' selection of 3 cards.
Everyone's actions are executed simultaneously, in order.
After all actions have been executed, Area Control is checked, and then resources for the turn are tallied. You use resources to buy new cards.
Concepts:
Players draft a deck of cards similar to dominion/core worlds etc.
Resources for acquiring new cards are also the tactical game board.
Players have asymmetric draft options.
Players have simultaneous action selection.
A turn outline:
https://docs.google.com/document/d/1pN6P6QBTl82mc1sapzq_2c3W4bd1YEB2dDsg...
Thoughts?
Thanks for the reply rich!
I'll elaborate on my idea; I need to think on your reply!
I'll pose a few questions:
What would a hybrid between deck building and area control look like?
That's what I'm actually trying to accomplish. Cards in your deck affect the board. I'd been working off of a drafting system, similar to those found in Dominion/Ascension/Puzzle Strike.
If we restrict how players can move from planet to planet (From planet A->B->C, but not necessarily directly from A->C) some tactical foot play can develop.
You've hit on at least one problem: The game could devolve into a positive feed back loop (good things beget more good things). One way to make this more strategically interesting.
Concepts:
New cards can be bought for your deck at the end of the turn. They're added to your discard pile. When you are forced to draw from an empty draw pile, shuffle your discard to make your new draw pile.
Certain cards (Units in particular) add blank cards to your deck. Now, the units that you wanted to play ALL the time have a real cost. Introduce a few cards to eat wounds, and you have something that might be interesting; to me at least.
Under this outline, we have interplay between playing units for immediate benefit, playing deck thinning cards so that your deck doesn't bloat with useless blanks, and the tactical need to acquire more resources and respond to what your opponent is doing.
Answers to a few of your questions (I might miss a few):
Card Utility: I'd been playing with limited utility. This restricts player actions available, and makes card drafting viable. Some cards might do multiple things (play units AND Move). That's a balance thing however.
Action Execution: Suppose there are 3 card-sized squares on the play area in front of each player, labeled 1-3. Each player lays a card of their choosing facedown on each square. After all actions have been placed, each player reveals the card on Square #1. Execute them in turn order. Repeat for #2-3.
Currently I had resigned to using some # of tokens to represent influence/ships.