I hope a big post with all of my game's mechanics, as opposed to one for each mechanic, is alright. If not I will gladly separate them out.
My game, working title Immortal: Champions of the Battle Arena, has several mechanics that I am fairly proud of, but, I'm not sure if they sound like fun to other people. I've shown a few people with mostly positive reviews, but I can always use more feedback!
To give you a quick summary, there are no draw decks, dice, or other random elements. Players alternate taking actions, so there are no player's turns. Like Chess or Go, all information is available to player's at all times, with an aim to keep the game purely strategy based. Players move their champions on a "board" made up of 4 location cards, 2 each played by each player at the beginning of the game. Champions fight each other on these locations or, if unopposed, deal direct damage to their opponent.
So if that sounds the least bit interesting, here is the latest version of my game's rules (only 5 pages)! Please leave comments in this thread!
https://docs.google.com/document/d/16JE3k2LEGyrVqrUMFYwhjDDu7XGypF2r1Xbm...
Unfortunately all I have for prototypes are cards made in MSE with art I do not own, so I don't feel quite right posting them. I'm not much of a graphic designer so I am in desperate need of a card layout, but, I'm not too worried about it until I've play tested the rules sufficiently.
Thanks for your time!!
So far I've only gotten to play test it twice, with two different people, and the reactions were positive but not super excited, and led to good discussions on tweaking certain mechanics.
I suppose I am designing for a certain demographic, and in my area most of the local table toppers are tired of playing games that feel like there's too much luck involved. But that could certainly be a small niche.
There are some skills that allow you to hide your champions, as well as many skills and player actions (see Rallying) that I think give enough options to make it very hard to solve and, to a degree, hide information because your opponent can use actions in a variety of way. I could see analysis paralysis being an issue, but I tend to experience that in my favorite games, so I'm not sure I'll let it deter me just yet.
Lots more play testing to do before I can make any decisions. Luckily, adding a random element would be insanely easy, as it could simply be a d6 added to each strike for both players. I cringe at the thought because I can already imagine the scenarios of Champions getting one shotted from bad rolls. Making it d4s seems silly. Directly stealing the combat mechanic from Heroclix seems silly but like a possibility. Time shall tell! Thanks for the reply :)