I am trying to find an elegant solution to a tough dilemma.
The game I currently work on is strong on hidden information and depends on it as well. It is a semi-coop game with traitor elements.
At certain points throughout the game, I want for players to play action cards into a pile of face down cards. Before revealing any of them, the cards will be shuffled to obstruct the information who played which action. Now the crux comes with the options of said actions. If for example a certain action allows for, say 7 different targets, the chosen option needs to be specified, or else the action won't resolve the way intended by the player playing it.
What I specifically look for is a solution for adding temporary information to a given card, both random, and by player choice.
A secondary criteria is, that I want this as elegant as possible. This means, that the solution should be:
-cheap (in production)
-quick (the information should be added and interpreted in the least possible timespan)
-non-expiring (i dont want to add layer after layef of stickers to the cards)
-infinite (any one option should be able to be added to an unlimited amount - i. e. the total number - of cards)
-randomizable (i. e. shufflable)
As you can see, with this opulent list of requirements, I've had trouble with a solution.
One option I have already explored is sleeving an action card together with an option card thus creating action-option combinations. The problem is that this is a depletable variation, because a player can only have so many options at any given time.
Another tbought was to write a smartphone app to allow players to select options and save them in the app, to later be retracted. This seems the most flexible approach, since it is everything from undepletable to robust and randomizable (just add numbers or bar codes to cards to identify them, then just shuffle and insert the number or scan the barcode when evaluating) but this solution requires the use of uncontained material which I have a philosophical problem with - do't plan on shipping smartphones with my game...
Well anyway, I was just wondering, if anyone has a better solution, and might be willing to share his/her wisdom.
Sorry for the long post and thank you for reading.
I started typing out options, but they could all be moot - give me more!
Ok the idea is this:
An action card has multiple options (for a player to choose from), one hidden option and at least one open option. The open option, if chosen is resolved directly and does not require further hiding.
The secret option however is different from the open option and is resolved later together with a pile of disrupting action cards.
As a player you hold a given number of cards per round.
At a certain phase during the round, action cards are put on the pile from a draw pile (let's say 5 cards). For each action card a random
target is added (let's say there are 7 possible targets - the same 7 options for all action cards - no exceptions). Those are chosen secretly and added to the card, so at this point there are 5 hidden action cards on a pile and each card has a randomly (secret) target to be revealed later.
THEN each player can play actions either open or hidden. If the hidden option is chosen, the player adds that card to the pile (including a preset target - one of the 7).
When this phase is over all cards on the pile need to be shuffled to obstruct who played which card. Through the shuffling process however, the targets need to remain 'attached' to the hidden actions.
After shuffling, the actions are revealed one by one and resolved on the target chosen beforehand (either random or by a player - noone will know for sure, except that player).
Hope this clarifies the issue :)