All LCG has a restriction system that prevents players from playing any cards all the time. For example,
- Magic the gathering has a cost on each cards and the sum of the cost cannot exceed your current mana.
- Netrunner has actions and a cost. So players can play a limited nb of cards according to the nb of actions they have and the number of money they have available.
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Now I have an issue in my game (that you probably have seen other post in the recent months). Both cards has a creature and a spell which each have a casting cost. The problem is that players will always try to find the optimal cost combination to play cards. For example, if you have 8 mana, you can cast spells with cost 4+4, 3+5, 3+3+2, etc.
But when each card has 2 casting cost, it starts to become overwelming to know what is the optimal pattern to use. I do like the double functions of cards even if it increase the possible permuation because It increase the possible strategy you can do with your cards. But it I could at least simplify the cost system, at least that would be one thing less to analyze.
An idea is to give each player a limited number of actions. For example, you can play 2 cards per turn. And the cost must be <= than your mana in play, but the mana is not depleted. Only compared. So if you have 7 mana, you can play 2 cards which have a cost of <=7. So the cost only "Unlocks" cards to be used rather than spending resources.
Another idea is to eliminate cost completely and make all creatures and spells even. I am not really sure about this one.
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I made a playtest with the rules above where players could play up to 2 creatures and/or spells <= cost and there were some interesting features.
- During a late game, low cost creatures are more likely to be used as spells than creature. SInce you cannot flood the board with small creatures anymore.
- If gives more control on the flow of cards in the game since you know how much cards goes in and goes out of the hand each turn.
- A huge amount of mana will not allow a player to empty his hand. Again more control on the card flow.
It could possibility create the following problems depending on the game.
- Run Away leader: If a player has more cards in play than his opponent, it will be harder to catch up since your opponent will always be ahead.
- Inpossibility to flood with smaller creatures giving less advantage to the player with stronger cards.
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Do you profer a cost based or an action bases system?
Is there other alternatives to cost based system?
Of course having special abilities to get more actions or summon more monsters could patch the problem. But it's still a patch.