I'm designing a customisable card game. At present I only intend to have the cards available from the base game. Each player has their own Faction deck taken from the game box, not purchased separately. When cards are discarded for whatever reason they go to a discards pile. The intent is once discarded, cards are out of play for the remainder of the game. My question revolves around the combination of discarding cards and a special ability to be able to steal a card from an opponent.
I have cards which represent equipment possessed by character cards, thus one card can be attached to the other, lending its bonuses and abilities to the character card. If an equipment card is stolen and given to another character belonging to the thieving player, that new character then uses and benefits from the equipment. If this new character is killed it will be discarded, along with any cards it possesses, which would include the card originally stolen from another player.
My question is this:
Since this isn't a collectable card game with each player bringing their own personally owned deck to the game, is there a good reason to disallow stolen cards to enter the discards pile of the thief vs. the discard pile of original holder of the card? At the moment, I can't think of a reason to avoid this, but at the same time I can't think of a single game which allows it, so I'm asking in case this is a game mechanics no-no for reasons that come up in play testing.
Thanks radioactivemouse for the suggestion, the mechanic I'm considering isn't stealing from an opponents graveyard (although that is also a good idea), but what I'm adding is the ability to steal an opponents in play card, and my question concerns which graveyard the stolen card "should" go into if it gets discarded later - the original owner or the last owner.
After the two prior comments though, I'm confident there is no glaringly obvious issue with allowing the stolen card to be discarded into the thief's discard pile, so that's the rule I'll be play testing. If after play testing I stumble across a surprise reason to disallow this behaviour, I'll pop back on this thread with an update. Any such play test results could be a while from now though as I'm still at the game design stages.