hello everybody!
so my game goes like this (its compiled of all sort of thing i`ve seen elsewhere and thing i thought of myself):
2 factions (black legion- the bad guys and the silver brotherhood- the good guys).
5 types of cards- hero cards, solider card, support cards, spell cards and special ability cards.
each player gets a number of cards at the beginning of the game and in each turn he can preform 3 actions- place a card,
attack or defend (each player has action points [AP], and by defending he gets an action point).
placing cards:
each turn a player can place a card face (and takes another from the pile). hero cards are placed face up, all others- face down.
each hero can recruit up to 4 soliders (from the same faction. players can have different heros from different factions, only a heros soliders needs to be from his faction) and each solider has attack strength, defense, speed, and initiative (represented with numbers) and can use 1 support card (weapons, abillities etc.)
each hero can get spells and special abillities. each placing, spell and abillity costs action points.
when a player attacks, he chooses an enemy "army" to attack and the the battle takes place on an hex-grid board with minitures and a dice (kind of like heroes of M&M games). the winner can take all the support cards to himself (the soliders are lost and the hero is kept as a prisoner, until the other player buys him back).
that the overall picture.
i`ve tried to test-play the game but ran in to a few problems:
1. the starting of the game is slow and boaring! placing or defending (to earn AP) is not so intersting.
2. noting prevents player from attacking at the very start, which makes the batte dull from lack of soliders or high level abillities.
i`d really love to hear what you all have to say about the idea and about the problems i had.
i might have more problems i`v not yet encounterd, if you can give me a "warning" about any other problems in these king of games, that will be great.
thx all.
1. it takes several turns because each player defend to earn AP`s or place cards. this stage is kind of boaring. on one hand, i cant let a player start with too many AP`s (or can I?) but on the other hand, a player need quiet a lot of AP`s for battle (to cast spells etc.)/
2. making the start of the game the mobilization phase- thats what makes the beginning kind of dull! but on the other hand, no preventing a player from attacking means he can attack with a much stronger force (becouse the other player was busy defending or whatever). see what i mean? the balancing of these rules and mechnics are my problem.
if anyone has another good advice- i`ll be thankfull.