I have been thinking. But perhaps I should change something drastic. Making the cardgame like my prototype game. But then simplified.
And I keep a separate topic for this before I return to the main topic.
I shortened this post for making the question as simple as possible.
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Let's say, a squad of troopers have 6 health.
In this squad, there are 3 troopers. So each has 2 health.
If a tank shoots at the squad. With a projectile doing 16 damage. The maximum damage on the trooper squad is only 2.
While 16 damage is easily more than 6 health, the tank needs to hit the trooper squad 3 times in order to defeat it.
Then the card is gone.
How to put this information on each card?
I mean, how to rephrase the:
"Maximum damage per hit on this card"
Players must choose the lowest damage indication.
If a weapon does 16 damage and the target is a 1. The damage is changed into 1.
If a weapon does 1 damage and the target is a 16. The damage remains 1.
Health will be 2x, 4x or 6x (or more) that of the "is a"...
Names that I came up with through brainstorming, for the targeted cards:
Armor (used in my proto type game, but counter intuitive)
Damage modifier
Body size
Unit size
Size (after all, a big weapon hits a big size, but this doesn't work if players think it is also splash)
Cover (a reversed rank?)
Cover rank
Armor rank
Defense (rank)
Guard (rank)
Protection (rank)
Immunity
Barrier (counter intuitive)
Buffer
Certainty (rank)(Maybe... but players might expect more from this?)
Fix (It surely is...short word, maybe this will "fix" it)
Insurance
Salvation
Stability
Strength (rank)
Sponge
Collateral
Compact (well, i like this one...)
Guarantee
Ward
Absorber (counter intuitive again)
Imperviousness (rank)
As you can see, I am at a loss here.