I'm trying to make a Muay Thai themed card game. Very early on, I decided that a feature of it should be the wise (or risky) management of energy. For a long time I've been working under the assumption that something similar to the below mechanic would be part of the game:
You shed cards into a personal pool as you fight.
Those cards (let's say Energy Cards?) have face values - probably 1-9
High value cards generally get you better results
You can pick used cards back up from your personal pool and bring them back into your hand
Your ability to pick up used cards is dependent on the number of cards you have in your hand
Hence, if I have 6 cards left in my hand, I can pick up used cards to the total face value of no more than 6
I don't know if that's an original idea or not? Thematically, I like it. It seems to have strategic potential. In play-testing...hmmmmm...some not-ideal things
a) choosing which cards to pick up and recombine with existing cards in your hand has a strategic feel, but...picking up cards isn't as exciting as throwing them down. and it's kind of a pain in the bum to have to do it. it makes things slow and avoiding getting gassed (playing too many high cards that your hand is permanently depleted) feels like a chore rather than a cool bit of realism.
b) it introduces a memory-game element for your opponent. if you concentrate, you can start to get a picture of your opponent's hand. Concentrating on memory-related things isn't fun for me. I dislike games that involve memory
My questions are, what do you make of this mechanic as an idea? Can it be improved? Are there other games that simulate stamina management?
Thanks VERY much for your advice. I am starting to feel that abandoning what I imagined would be a central part of the game might be a good move, but before I do...any thoughts? Cheers! :)
PS: I should add that I'm happy to think outside the box and take a completely different approach. My relationship with the idea above idea is starting to feel a bit...strained.
Each "Grimoire" has ten (10) cards with two (2x) copies of values 1 thru 5.
During the course of the game, players may use FIVE (5) cards to cast spells and FIVE (5) cards for life points.
Here's the deal:
A> A 1 life point card only grants 1 HP and it only allows you to choose ONE (1) Word for your spell casting purposes! The best approach is to use a very short word which can easily be casted... or combined with other words from the other Wizards.
B> A 5 life point card grants 5 HP! A lot of health. But it similarly has a very powerful spell aspect too: it allows you to specify FIVE (5) Words for spell casting. Giving you much flexibility when choosing to make spells.
So you need to choose which five (5) cards are for health and which five (5) cards are for spells. Dividing the two equally results in 15 HP and 15 Words (pretty good balance). That's one approach and the results can be tailored as needed (as per the monster being fought).
Anyway this is how Spell card work and it's sort of "similar" to your idea of "fatigue" (In your case you SHED cards, in my case you CHOOSE how to use the cards).
I don't know if this helps... or hinders. But hopefully it can illustrate different ways of handling "Health" in a certain manner (Yes — in your case it is fatigue)...
Thanks for that Quest. It IS different, but at this point...thinking along the same lines has got me nowhere so it's refreshing to be encouraged to take a fresh approach.
I'm prepared to go beyond only cards as components too at this point.