Here's how I'm thinking the game works currently: Each player has heroes in play, which they use to defend against and attack other players. On their turn, they will place a face down token on each of their heroes, which lets the hero know whether they will be attacking or defending that turn. The battle phase happens for everyone at once, while the rest of the game is played in turns. First, a player flips over a monster card, then they determine how many enemy heroes are assisting the monster in its attack. If the total of the attackers "Combat Strength" is greater then the defenders "Combat Strength", then the attackers win and the defenders take a penalty, dependent on the monster. Otherwise the defenders win, and they gain points for defeating the monster.
Each hero has a defense and attack value, which is used to calculate combat strength for attacking and defending (obviously). What I'm trying to accomplish is a less simple, more final fantasy inspired, deck building version of munchkins, sort of. So what I want to implement are Boss Monsters and Dungeons (forests, plains, caves, etc.) I've got two main problems to start.
Idea 1: You buy monsters for opponents decks, and when the player draws a monster, they have to fight it.
Problem: I don't know how combat would work involving multiple monsters. Because each monster will have an ability and a penalty that occurs when they aren't killed, I don't know how such a simplistic combat system will handle them. Originally I had designed the combat system to work so that you didn't need to target monsters and it was based more around how many heroes you keep to defend and how many you send to attack.
problem 2: How do I make sure players have incentive to send heroes to fight other players? I feel like if they get nothing out of it, they'll just keep all their heroes to defend until one player is winning more then the rest.
If anyone has any ideas, I'd greatly appreciate feedback. Thanks!