I've been working on a card game where you choose a predetermined trio of heroes to battle against another trio. There are three hero cards, a deck of roughly 30 cards, customized for the team, and a grid-based board. The board is essentially two 3x3 grids that face each other. Your heroes can't move into your opponents boards and vice versa. I have it designed like this to promote TEAMWORK, the major theme of Triumph. I just finished cleaning up my design document, which you can find here:
https://docs.google.com/document/d/1aauRPDk4a2TpGp5eOsKLIW-cmQIiUSs3MsAw...
It's long but detailed, and I hope it outlines my concept understandably. Cards, attacks, etc., are still in the early phases, but the language is all uniform. It's just not balanced at all, but I think it's too early to worry about that.
Why?
I'm not pleased with my combat step. I want to make a grid-based game where you can react to attacks coming at you. It's something that has always bothered me in games like Fire Emblem, Disgaea, or Final Fantasy Tactics. I hate that it's part of the design to simply get hit. Yuck.
Triumph has cards and abilities on heroes called Reactions, which let you, WOAH, react to attacks. Some block attacks, some move you to another space and thus dodge attacks, and others affect the attacker. Problem is, it's too black or white still. When players have Reaction cards in their hands, they always use them, and the Reactions glued on to heroes can be seen from a mile away. It leads to a bland combat step - the very last thing I want. I don't want to resort to die rolls or random factors like that. I know there's something here, but I'm pretty stuck.
Thanks for reading this long post (and way longer design document).
Thanks for giving it a read!
"Why are the heroes kept on two separate boards? Is there a thematic explanation for that design decision?"
I chose this design because having heroes close together, rather than on a huge board, seemed to encourage the concept of teamwork. I'm drawn to the idea of a trio of heroes doing cool stuff together, and them being situated close to one another seemed like a good way to go.
"In a game where the heroes are attacking one another, why are victory points a separate abstraction and not tied to the state of the heroes?"
I worked with Health Points for heroes initially, but I ran into roadblocks. The biggest one being, what happens when a hero dies? Your deck is comprised of some cards that are specific to each hero, meaning those cards are now dead, and thus creating a positive feedback loop. Offsetting that loss was tricky and clunky. Victory Points eliminates that issue, but I can't say it doesn't bring about others, such as REASON to attack CERTAIN heroes. I added Morality Bonuses to try to offset that, but I don't know if that's working.
"What about the combat is bland during play? Are the best choices always obvious and thus not really choices?"
That's partially why it's on the bland side. It's also a little black and white. Combat is largely dictated by if your opponent does or doesn't have reaction cards in hand. Also, it's too insular right now. You're not really thinking about how to disrupt your opponent. You're mostly just figuring out the best thing to do with your guys.
I hope I don't come off as defensive here. I value people's thoughts, and yours have been helpful. Your simultaneous play is food for thought.