Help me think through this Play selection / defense mechanic?
Players (GMs) draft NFL-style players, then select (4) Offensive Plays to run against their opponent, placed face-down.
The GM on defense may look at one of the facedown cards, select one to remove (Simulating defensive's ability to recognize the offense at the line of scrimmage, and to defend against it. Defensive Coach abilities may increase the number of cards that can be looked at/discarded. Offensive Coach abilities may also add buffs.
The remaining cards are turned face up and the Offense may run one or more of plays. The reason you might not run all the plays is that you run the risk of fumbles, interceptions and injuries if your roster does not match up to the play requirements.
Considerations:
• Duplicate offense plays perform worse each time they are repeated in the same turn, simulating the Defense figuring out your strategy. However, if you are too diverse in your play calling you may not have a roster of athletes to score.
Sorry if this is not clear. Happy to answer questions.
Nah, not top secret...
My plays are going to have two types of requirements:
Requirement one: You must have these 'X' types of Athlete cards (QB, OL, WR, etc.) attached to the play. A play can require up to (4) cards that attach (Top, Bottom, Left and Right) to the Play card itself. A play that is missing some of the required players is said to be Exposed and more susceptible to counters.
Requirement two: Each athlete has a dice # in his given skill (Passing, Blocking, Catching, Running, etc.). You must achieve a certain amount of Pass icons, Block icons and Catch Icons to succeed at the play. The resulting reward for each Play card might be Victory Points, a Special Effect or a buff towards the next Play you run. Sort of like the Netrunner Ice have rows of effects.