When a boardgame uses cards to cause different things in a game: disasters, combats etc. I wonder what could be done differently?
I now have a system where players draw/re-fill their hand up to five cards and play one card at a time in a clockwise order. If a card has a cost then they must pay it by their resource tokens etc. I also have a bartering system where you can play a card someone else played if you hand him a card from your hand.
I wonder what else could be there? I know it´s a very wide question but I think I need something new. Can you suggest anything?
What are the new trends in hand management?
How could I reduce randomness when players get their cards? I know there are auction systems etc. but I would really want it to be fast and not take too much attention as if that mechanism was a game of it´s own.
Something fast but clever. I already like the bartering system and I don´t know if any game uses that kind of mechanics but what else could there be? I don´t think that trading could be an answer also since many of these cards are sort of a like "take that!" cards where you can cause your opponents area many kind of natural disasters e.g volcano or asteroid impact etc.
Any thoughts or ideas?
I came up with an idea that playing cards could be a resource as well in a sense that if you play a card that has a cost say 5 then you must pay it with your other cards face down (1 card and 4 face down or 1 card and 5 face down). I guess some card games use that kind of a mechanic. I must test it.