Hi there, this is my firstpost so apologies if I make any faux pas.
I'm designing a game which involves selecting and playing cards in order to earn points. However I don't want the cards to just give the player points upon playing them, but rather that there is some element of risk to playing a card as there may be a chance that the card won't resolve and hence be useless for the turn it is played. Some cards give more points than others and even though there is less of them in the deck I still want some other risk involved. I am hesitant to involve dice as I would prefer there to be more than just luck involved in deciding whether a card resolves or not. What are some other mechanics that ciuld be used instead of dice?
I hope that makes sense.
Cheers,
Potter.
Yeah sorry I realise I didn't give much context.
This is how my game is shaping:
2-4 player game where each player is a modern day magician competing with other magicians to be the next leader of "The Brotherhood". The game is played over 5 rounds. Each player has a deck of cards containing magic tricks that are common to the type of magician that he/she is, I.e. illusionist, mentalist, street magician etc. There is also a general deck of all the different tricks that exist in the game. Each turn players draw 5 cards from their own deck and 3 from the general deck, from these 8 cards the players can negotiate trades before deciding on 5 cards to play. Once the cards are picked to play each magician tries to pull off each trick. If a magician pulls off a trick that is the same type as the magician then they get the base amount of points for that card, however if the card is one of a different type then the magician gets more points. I want a mechanic which will allow the cards to be completed easier by magicians of the same type and harder for different magicians. Dice would be a simple mechanic, but I was wondering if there was some other mechanic that could be added to the game for the purpose of resolving cards.